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Battlefield 4 | Mega Thread | Last Updated 7.28.14
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Battlefield 4 | Mega Thread | Last Updated 7.28.14Posted:
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Joined: Jul 28, 201014Year Member
Posts: 1,272
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Status: Offline
Joined: Jul 28, 201014Year Member
Posts: 1,272
Reputation Power: 84
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Achievements and Trophies
Overview
Single Player
Multiplayer
Ranks and Awards
Battlefield 4's multiplayer has one hundred and ten ranks, with each rank holding five sub ranks with roman numerals. There are forty-five ribbons which are unlocked by completing specific actions. Earning one Ribbons fifty times awards a medal with forty-five Medals in total in the base game. Service Stars are awarded after earning enough experience progression for that object. There are one hundred and thirty available service stars, each capable of being earned one hundred times.
Classes
All classes featured in the previous installment return in Battlefield 4, although with a few changes. Carbines have become all-kit weapons along with Designated Marksman Rifles (DMRs) and can now be utilized by all classes, as with pistols and shotguns.
Assault - The class remains largely the same, with a few minor changes. Defibrillators now have a charge time with First Aid Packs also being issued along with 40mm Flashbangs.
Support - Retains C4 and claymores with its weapons now having an increased suppression effect compared to other classes. It will also be issued an XM25 and a remote controlled mortar for indirect suppressive fire.
Recon - The Spec Ops Kit play style has returned, with the class now able to utilize C4 and claymores along with the Motion Sensor from Bad Company 2. In addition, the ability to adjust scopes to compensate for distance, also known as Zeroing, has been added. The T-UGS, MAV Micro UAV, and Radio Beacon gadgets also return.
Engineer - PDWs replace Carbines as the kits primary weapons, so as to emphasize it's close quarters role.
Ranks
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Ribbons
Medals
Achievements and Trophies
There are 62 achievements with a total of 1480 points.
Regular Available Achievments
25G .45 old school - Perform 45 kills with the M1911 Handgun in Multiplayer
25G A one-man riot - Obtain 11 000 points in the Shanghai mission in the Campaign
25G Above and beyond the call - Complete all Assignments in the Campaign
20G Antediluvian - Complete the Tashgar mission in the Campaign
20G Blood wake - Get 30 headshots in the South China Sea mission in the Campaign
25G Bomb squad - Deliver 5 bombs in Obliteration
20G Braving the storm - Complete the Singapore mission in the Campaign
50G Call me "Sir" - Reach rank 25.
20G Dead by dawn - Complete the Kunlun Mountains mission in the Campaign
25G Demolition man - Obtain 15 000 points in the Tashgar mission in the Campaign
20G Done some searching - Find 12 collectibles in the Campaign
25G Dunn's pride - Obtain 7 000 points in the Baku mission in the Campaign
20G Every nook and cranny - Find 21 collectibles in the Campaign
20G Fish - Complete the Campaign on Easy
20G Fishing in Baku - Complete the Baku mission in the Campaign
20G For the cause - Sacrifice Hannah to save the Valkyrie in the Campaign
20G For the people - Sacrifice Irish to save the Valkyrie in the Campaign
20G For tombstone - Let the Valkyrie be destroyed in the Campaign
65G Full arsenal - Unlock all assignments and collectibles in the Campaign
25G Gladiator - Obtain 12 000 points in the Kunlun Mountains mission in the Campaign
25G Guardian of the fleet - Obtain 6 000 points in the Suez mission in the Campaign
20G Guns at dawn - Complete the Suez mission in the Campaign
20G Infiltrator - Get 10 adrenaline kills in the Tashgar mission in the Campaign
20G It was on the way... - Find 6 collectibles in the Campaign
20G Methodical search - Find 15 collectibles in the Campaign
20G No stone left unturned - Find 18 collectibles in the Campaign
20G Patience is a virtue - Experience all 3 endings in the Campaign
65G Recon - Find 28 collectibles in the Campaign
20G Shawshank - Get 5 kills with Shank in the Kunlun Mountains mission in the Campaign
25G Storm bringer - Obtain 20 000 points in the Singapore mission in the Campaign
20G Stumbled over it - Find 3 collectibles in the Campaign
25G Terror of the deep - Obtain 11 000 points in the South China Sea mission in the Campaign
20G The fall of a Titan - Complete the South China Sea mission in the Campaign
25G Tombstone - Complete the Campaign on Hard
20G Took a casual look around - Find 9 collectibles in the Campaign
10G Turn around... - Perform 5 dog tag kills in Multiplayer
20G War turtle - Get 15 kills with RPG in the Singapore mission in the Campaign
20G Well placed - Get 10 kills with C4 in the Baku mission in the Campaign
25G Wolf - Complete the Campaign on Normal
20G Wolves in sheep's clothing - Complete the Shanghai mission in the Campaign
10G Won them all - Win a round of each game mode
20G Wrecker - Get 10 multi-kills in the Shanghai mission in the Campaign
DLC: China Rising
Cost: $14.99 USD (8.83 GBP) Achievements: 5 Points: 120
20G 2 Wheels - Get a kill with a Dirtbike
20G Death From Above - Get a kill with the bomber
30G Mini Kamikaze - Kill an enemy with the SUAV
30G New Superpower - Complete all China Rising Assignments
20G Fledgling - Play a round of Air Superiority
DLC: Second Assault
Cost: $14.99 USD (8.83 GBP) Achievements: 5 Points: 120
30G Blind Bomber - In a round get 5 kills with air vehicles in Gulf of Oman
20G Dirty Job - Find the hidden tunnel in Caspian Border
20G Falling Down - Kill an enemy with a ceiling collapse in Operation Metro
30G Risky Business - Kill an enemy flag carrier while carrying their flag in CTF
20G Torched - Ignite a brush fire using the repair tool in Operation Metro or Caspian Border
DLC: Naval Strike
Cost: $14.99 USD (8.83 GBP) Achievements: 5 Points: 120
30G Fly Swatter - Kill an enemy with the AA Mine
20G Killing Me Softly - Get a kill in the ACV
30G No Parley - Get a kill with the old Cannon
20G The Big Leagues - Play a round of Carrier Assault
20G Spotted Climb the highest point in Naval Strike
DLC: Dragon's Teeth
Cost: $14.99 USD (8.83 GBP) Achievements: 5 Points: 120
20G Bulletproof. Sort Of... - Spend 5 minutes using the Ballistic Shield
20G Link Repeater - Win 2 rounds of Chainlink
30G RC Assassin - Get 5 Kills in a round with the RAWR
30G Street Fighter - Complete all Dragon's Teeth Assignments
20G The Metropolitan - Play a round on all Dragon's Teeth maps
DLC: Final Stand
Cost: $unknown USD (unknown GBP) Achievements: unknown Points: unknown
Regular Available Achievments
25G .45 old school - Perform 45 kills with the M1911 Handgun in Multiplayer
25G A one-man riot - Obtain 11 000 points in the Shanghai mission in the Campaign
25G Above and beyond the call - Complete all Assignments in the Campaign
20G Antediluvian - Complete the Tashgar mission in the Campaign
20G Blood wake - Get 30 headshots in the South China Sea mission in the Campaign
25G Bomb squad - Deliver 5 bombs in Obliteration
20G Braving the storm - Complete the Singapore mission in the Campaign
50G Call me "Sir" - Reach rank 25.
20G Dead by dawn - Complete the Kunlun Mountains mission in the Campaign
25G Demolition man - Obtain 15 000 points in the Tashgar mission in the Campaign
20G Done some searching - Find 12 collectibles in the Campaign
25G Dunn's pride - Obtain 7 000 points in the Baku mission in the Campaign
20G Every nook and cranny - Find 21 collectibles in the Campaign
20G Fish - Complete the Campaign on Easy
20G Fishing in Baku - Complete the Baku mission in the Campaign
20G For the cause - Sacrifice Hannah to save the Valkyrie in the Campaign
20G For the people - Sacrifice Irish to save the Valkyrie in the Campaign
20G For tombstone - Let the Valkyrie be destroyed in the Campaign
65G Full arsenal - Unlock all assignments and collectibles in the Campaign
25G Gladiator - Obtain 12 000 points in the Kunlun Mountains mission in the Campaign
25G Guardian of the fleet - Obtain 6 000 points in the Suez mission in the Campaign
20G Guns at dawn - Complete the Suez mission in the Campaign
20G Infiltrator - Get 10 adrenaline kills in the Tashgar mission in the Campaign
20G It was on the way... - Find 6 collectibles in the Campaign
20G Methodical search - Find 15 collectibles in the Campaign
20G No stone left unturned - Find 18 collectibles in the Campaign
20G Patience is a virtue - Experience all 3 endings in the Campaign
65G Recon - Find 28 collectibles in the Campaign
20G Shawshank - Get 5 kills with Shank in the Kunlun Mountains mission in the Campaign
25G Storm bringer - Obtain 20 000 points in the Singapore mission in the Campaign
20G Stumbled over it - Find 3 collectibles in the Campaign
25G Terror of the deep - Obtain 11 000 points in the South China Sea mission in the Campaign
20G The fall of a Titan - Complete the South China Sea mission in the Campaign
25G Tombstone - Complete the Campaign on Hard
20G Took a casual look around - Find 9 collectibles in the Campaign
10G Turn around... - Perform 5 dog tag kills in Multiplayer
20G War turtle - Get 15 kills with RPG in the Singapore mission in the Campaign
20G Well placed - Get 10 kills with C4 in the Baku mission in the Campaign
25G Wolf - Complete the Campaign on Normal
20G Wolves in sheep's clothing - Complete the Shanghai mission in the Campaign
10G Won them all - Win a round of each game mode
20G Wrecker - Get 10 multi-kills in the Shanghai mission in the Campaign
DLC: China Rising
Cost: $14.99 USD (8.83 GBP) Achievements: 5 Points: 120
20G 2 Wheels - Get a kill with a Dirtbike
20G Death From Above - Get a kill with the bomber
30G Mini Kamikaze - Kill an enemy with the SUAV
30G New Superpower - Complete all China Rising Assignments
20G Fledgling - Play a round of Air Superiority
DLC: Second Assault
Cost: $14.99 USD (8.83 GBP) Achievements: 5 Points: 120
30G Blind Bomber - In a round get 5 kills with air vehicles in Gulf of Oman
20G Dirty Job - Find the hidden tunnel in Caspian Border
20G Falling Down - Kill an enemy with a ceiling collapse in Operation Metro
30G Risky Business - Kill an enemy flag carrier while carrying their flag in CTF
20G Torched - Ignite a brush fire using the repair tool in Operation Metro or Caspian Border
DLC: Naval Strike
Cost: $14.99 USD (8.83 GBP) Achievements: 5 Points: 120
30G Fly Swatter - Kill an enemy with the AA Mine
20G Killing Me Softly - Get a kill in the ACV
30G No Parley - Get a kill with the old Cannon
20G The Big Leagues - Play a round of Carrier Assault
20G Spotted Climb the highest point in Naval Strike
DLC: Dragon's Teeth
Cost: $14.99 USD (8.83 GBP) Achievements: 5 Points: 120
20G Bulletproof. Sort Of... - Spend 5 minutes using the Ballistic Shield
20G Link Repeater - Win 2 rounds of Chainlink
30G RC Assassin - Get 5 Kills in a round with the RAWR
30G Street Fighter - Complete all Dragon's Teeth Assignments
20G The Metropolitan - Play a round on all Dragon's Teeth maps
DLC: Final Stand
Cost: $unknown USD (unknown GBP) Achievements: unknown Points: unknown
Overview
Many elements from Battlefield 3 as well as other past installments return, such as the same four class system, a similar heads-up display, kill cams, as well as increased destruction. Players can now use dual-scoped weapons, including weapons with different firing modes (e.g. single shots, automatic fire). Players now have more survival capabilities, such as countering melee attacks from the front while standing or crouching, shooting with their sidearm while swimming, and diving underwater to avoid enemy detection.
Single Player
Singleplayer
Overview
The singleplayer campaign features many elements from past installments, taking place in numerous locations across the world. Levels are now built in sandbox-style environments, allowing players more freedom to complete objectives. Players can now spot enemy targets to notify the AI of Tombstone squad. The singleplayer also features three separate endings based on the players choice in the final mission.
The singleplayer features assignments that require specific actions and unlock weapons for use in multiplayer upon completion. Collectible Weapons return along with the introduction of Collectible Dog Tags which can be used in multiplayer. Weapon crates are found throughout all levels, allowing players to obtain ammo and switch weapons. While crates hold default weapons, collectible weapons may be used whenever they are acquired and level specific weapons may be used once a specific mission assignment has been completed by obtaining enough points in a level.
Setting
The singleplayer campaign is set in the year 2020, six years after the events of the previous game. While the War of 2014 has ended, tensions between the United States and Russia are at an all-time high. Meanwhile, Admiral Chang, the main antagonist, looks to overthrow the Chinese government by blaming the United States for the assassination of Jin Ji, the country's future leader and voice of peace. If successful, China would gain Russia's full support, resulting in all-out war with the United States.
The player controls Sgt. Daniel Recker, a member of a United States special operations squad call-signed Tombstone. His squadmates include: squad leader SSgt. William Dunn, second-in-command SSgt. Kimble Graves, and field medic Sgt. Clayton Pakowski. Tombstone is joined by CIA operative Laszlo Kovic, and Chinese Secret Service agent Huang Shuyi. They are tasked with stopping Chang and preventing another great war.
Plot
"You'll back me up, right?"
This section contains spoilers for Battlefield 4.
Overview
The singleplayer campaign features many elements from past installments, taking place in numerous locations across the world. Levels are now built in sandbox-style environments, allowing players more freedom to complete objectives. Players can now spot enemy targets to notify the AI of Tombstone squad. The singleplayer also features three separate endings based on the players choice in the final mission.
The singleplayer features assignments that require specific actions and unlock weapons for use in multiplayer upon completion. Collectible Weapons return along with the introduction of Collectible Dog Tags which can be used in multiplayer. Weapon crates are found throughout all levels, allowing players to obtain ammo and switch weapons. While crates hold default weapons, collectible weapons may be used whenever they are acquired and level specific weapons may be used once a specific mission assignment has been completed by obtaining enough points in a level.
Setting
The singleplayer campaign is set in the year 2020, six years after the events of the previous game. While the War of 2014 has ended, tensions between the United States and Russia are at an all-time high. Meanwhile, Admiral Chang, the main antagonist, looks to overthrow the Chinese government by blaming the United States for the assassination of Jin Ji, the country's future leader and voice of peace. If successful, China would gain Russia's full support, resulting in all-out war with the United States.
The player controls Sgt. Daniel Recker, a member of a United States special operations squad call-signed Tombstone. His squadmates include: squad leader SSgt. William Dunn, second-in-command SSgt. Kimble Graves, and field medic Sgt. Clayton Pakowski. Tombstone is joined by CIA operative Laszlo Kovic, and Chinese Secret Service agent Huang Shuyi. They are tasked with stopping Chang and preventing another great war.
Plot
"You'll back me up, right?"
This section contains spoilers for Battlefield 4.
Tombstone was tasked with retrieving vital information in Baku, Azerbaijan. Pursued by Russian Special Forces, the squad engaged in numerous firefights as they proceeded toward the extraction point at the top skyscraper under construction. The building, after sustaining massive amounts of damage from Russian forces, collapsed as Tombstone reached the extraction point. The event resulted in the helicopter's destruction as well as the amputation of Dunn's leg due to it being trapped under rubble.
Baku Crash
Stranded, Tombstone commandeered a civilian vehicle and attempted to escape with an enemy helicopter in pursuit. Recker was then tasked with destroying the chopper with a grenade launcher. While successful, the squad's vehicle went off road and plunged into the sea. With the vehicle sinking, Dunn, who was not only trapped between seats but also critically wounded, handed Recker his revolver and ordered he shoot out the windshield so the rest of the squad could make their escape. Much to the dismay of Pac and Irish, Recker reluctantly shoots the window, allowing them to escape but resulting in Dunn's death by drowning.
The Intel recovered tells that Admiral Chang is planning a military coup d'tat in China which would allow him to gain full Russian support if successful. Unfortunately, Captain Garrison's superior, Oracle, reveals that the United States had already known this information and that the purpose of Tombstones mission was to reassure them of it, meaning that Dunn had died for information that they already knew.
Shanghai Briefing
Tombstone returns to the USS Valkyrie where Garrison informs them of the assassination of Chinese presidential candidate, Jin Ji; and how Chang convinced the Chinese that the United States was responsible. He then sends Tombstone on a covert mission to Shanghai to rescue three VIPs: CIA Agent Kovic, Hannah, and Hannah's husband. Full filling Dunn's last wish, Recker is made squad leader of Tombstone.
Tombstone manages to extract the three via helicopter and then proceeds to take a tourist boat back to the Valkyrie. Much to their surprise, however, an electromagnetic pulse goes off, frying all electronic equipment in the area, including the boat. Realizing that other refugees are stranded on boats around them, Irish helps to lead them to the Valkyrie.
SCS Titan
Once aboard, Captain Garrison sets a course for the USS Titan which will be able to house the refugees. Upon locating the Titan, it is found to be heavily damaged by Chang's Chinese military. Garrison thereby orders Tombstone, along with Kovic as acting squad leader, to scour the wreckage of the Titan for survivors and Intel before it sinks.
The squad recovers a hard drive with data telling of what happened before the Titan was attacked only to be forced to engage with Chinese soldiers that had boarded the ship. Having sustained too much damage, the Titan finally buckles under its own weight and splits in two forcing Tombstone to abandon ship. Having hijacked an assault boat, the squad makes its way back to the Valkyrie only to find it under siege by Chinese forces.
Kovic is critically injured as the squad attempts to repel Chinese forces, resulting in Recker being put back in charge of Tombstone before he dies. Tombstone then clears the bridge and rescues Garrison and Hannah's husband.
Garrison debriefs the squad on the incoming assault on the Chinese-controlled Singapore airfield to destroy Chinese air superiority while their air forces are grounded by a storm. Hannah volunteers to join Tombstone, much to Irish's chagrin. They successfully assault the beach and lead an advance towards the airfield, with the help of US Marine tanks, losing most of their forces in the process. While crossing a bridge to the airfield, Recker becomes pinned down by a car blown by the strong winds and tries to break free with the help of Tombstone, to no avail. A large freighter crashes into the bridge, throwing Tombstone into the sea below.
Fortunately, they survive and make their way to the airfield via a sewer. After Pac fires the signal flare, Tombstone attempts to evacuate the area using an enemy vehicle, but is hit by friendly fire, seemingly killing Pac and rendering Recker and Irish unconscious. Hannah betrays the squad, bringing Chinese soldiers to capture Tombstone. Recker and Irish are interrogated in a prison by Admiral Chang and Bohai over the purpose of their mission in Shanghai. They are then thrown into prison cells soon after.
BF4 Dima
Recker is later awoken by Dimitri Mayakovsky, a Russian prisoner suffering from radiation poisoning as a result of the nuclear explosion in Paris six years prior. The two break out of their cell and release the other prisoners, including Irish, starting a mass riot. With the prison guard overrun, the Chinese military arrive and launch an assault.
Recker and Irish hold them off long enough for Dima to open the prison gates, only to be caught by Hannah and other soldiers. Hannah shoots the soldiers holding Recker, Irish and Dima at gunpoint; she explains that she had been tasked to protect Jin Ji, who had been posing as her husband. The group fights their way through the Kunlun Mountains to a cable car, which goes down the mountain. The tram is shot down by an enemy helicopter, resulting in Dima's death.
Tash Dam
Forced to continue on foot for two days, Tombstone makes their way down the mountain, forced to hunt for food to survive. They find a jeep and drive to Tashgar, finding it under siege by both Chinese and Russian forces. They eventually find Major Greenland, who commands the remainder of US ground forces in Tashgar. She states that the mobile anti-air control by the Russians is putting them at a disadvantage.
Tombstone volunteers to demolish the Tashgar Dam to flood the area and destroy the Chinese-Russian forces in exchange for a ride back to the Valkyrie. They are successful in their task and are sent to Suez Canal to await extraction back to the Valkyrie.
They are picked up by a C-130 using the Fulton surface-to-air recovery system, and are then paradropped onto the Valkyrie, which is sailing blindly into Admiral Chang's forces. Tombstone assists in clearing the deck of boarding Chinese forces and find Garrison, who is holed up with Jin Ji, other survivors, and Pac (who had survived Singapore by "crawling through a thousand yards of **** with a hole in his stomach").
Screenshot 28
When Chinese forces finally reach the door to the medical bay, Jin Ji convinces Garrison to let him show his face to the soldiers, as they had been fighting under the illusion that Jin Ji had been killed. Recker opens the door and is knocked down, but Jin Ji calms the tension between the three forces showing his face to them, ultimately signifying an alliance and friendship between the United States, Russia, and China. The Chinese soldiers celebrate the news of their leaders return and call off the attack and inform the Russians and convince them to change sides in the war.
However, upon hearing this news, Chang barrages the Valkyrie with his warship, hoping to "bury the truth" with it. With no ordinance to strike back, Recker, Irish and Hannah once again volunteer to manually destroy it with explosives. Driving a boat to the warship's blind spot, the trio set the remote charges and use grappling guns to bring them to safety before detonating the explosives.
Unfortunately, the remote detonation fails, requiring manual replacement of the charges. Hannah volunteers to set a new charge; but Irish stops her, volunteering to do it himself, as China would need her. Recker is forced to either do nothing as Chang's warship obliterates the Valkyrie, thus killing Pac, Garrison and Jin Ji; or to send either Hannah or Irish back down to set the explosives. As soon as the detonator lights green, Recker detonates the charges, destroying Chang's ship but killing whoever planted the explosive.
BF4 Ending
A Marine rescue helicopter then picks up Recker and his remaining teammate, reporting to Garrison that one member could not be found. During the credits, the player hears a new dialogue between Irish and Hannah, discussing their pasts, and how they have to keep moving forward with "no **** regrets", implying that the teammate that went down may have survived.
Baku Crash
Stranded, Tombstone commandeered a civilian vehicle and attempted to escape with an enemy helicopter in pursuit. Recker was then tasked with destroying the chopper with a grenade launcher. While successful, the squad's vehicle went off road and plunged into the sea. With the vehicle sinking, Dunn, who was not only trapped between seats but also critically wounded, handed Recker his revolver and ordered he shoot out the windshield so the rest of the squad could make their escape. Much to the dismay of Pac and Irish, Recker reluctantly shoots the window, allowing them to escape but resulting in Dunn's death by drowning.
The Intel recovered tells that Admiral Chang is planning a military coup d'tat in China which would allow him to gain full Russian support if successful. Unfortunately, Captain Garrison's superior, Oracle, reveals that the United States had already known this information and that the purpose of Tombstones mission was to reassure them of it, meaning that Dunn had died for information that they already knew.
Shanghai Briefing
Tombstone returns to the USS Valkyrie where Garrison informs them of the assassination of Chinese presidential candidate, Jin Ji; and how Chang convinced the Chinese that the United States was responsible. He then sends Tombstone on a covert mission to Shanghai to rescue three VIPs: CIA Agent Kovic, Hannah, and Hannah's husband. Full filling Dunn's last wish, Recker is made squad leader of Tombstone.
Tombstone manages to extract the three via helicopter and then proceeds to take a tourist boat back to the Valkyrie. Much to their surprise, however, an electromagnetic pulse goes off, frying all electronic equipment in the area, including the boat. Realizing that other refugees are stranded on boats around them, Irish helps to lead them to the Valkyrie.
SCS Titan
Once aboard, Captain Garrison sets a course for the USS Titan which will be able to house the refugees. Upon locating the Titan, it is found to be heavily damaged by Chang's Chinese military. Garrison thereby orders Tombstone, along with Kovic as acting squad leader, to scour the wreckage of the Titan for survivors and Intel before it sinks.
The squad recovers a hard drive with data telling of what happened before the Titan was attacked only to be forced to engage with Chinese soldiers that had boarded the ship. Having sustained too much damage, the Titan finally buckles under its own weight and splits in two forcing Tombstone to abandon ship. Having hijacked an assault boat, the squad makes its way back to the Valkyrie only to find it under siege by Chinese forces.
Kovic is critically injured as the squad attempts to repel Chinese forces, resulting in Recker being put back in charge of Tombstone before he dies. Tombstone then clears the bridge and rescues Garrison and Hannah's husband.
Garrison debriefs the squad on the incoming assault on the Chinese-controlled Singapore airfield to destroy Chinese air superiority while their air forces are grounded by a storm. Hannah volunteers to join Tombstone, much to Irish's chagrin. They successfully assault the beach and lead an advance towards the airfield, with the help of US Marine tanks, losing most of their forces in the process. While crossing a bridge to the airfield, Recker becomes pinned down by a car blown by the strong winds and tries to break free with the help of Tombstone, to no avail. A large freighter crashes into the bridge, throwing Tombstone into the sea below.
Fortunately, they survive and make their way to the airfield via a sewer. After Pac fires the signal flare, Tombstone attempts to evacuate the area using an enemy vehicle, but is hit by friendly fire, seemingly killing Pac and rendering Recker and Irish unconscious. Hannah betrays the squad, bringing Chinese soldiers to capture Tombstone. Recker and Irish are interrogated in a prison by Admiral Chang and Bohai over the purpose of their mission in Shanghai. They are then thrown into prison cells soon after.
BF4 Dima
Recker is later awoken by Dimitri Mayakovsky, a Russian prisoner suffering from radiation poisoning as a result of the nuclear explosion in Paris six years prior. The two break out of their cell and release the other prisoners, including Irish, starting a mass riot. With the prison guard overrun, the Chinese military arrive and launch an assault.
Recker and Irish hold them off long enough for Dima to open the prison gates, only to be caught by Hannah and other soldiers. Hannah shoots the soldiers holding Recker, Irish and Dima at gunpoint; she explains that she had been tasked to protect Jin Ji, who had been posing as her husband. The group fights their way through the Kunlun Mountains to a cable car, which goes down the mountain. The tram is shot down by an enemy helicopter, resulting in Dima's death.
Tash Dam
Forced to continue on foot for two days, Tombstone makes their way down the mountain, forced to hunt for food to survive. They find a jeep and drive to Tashgar, finding it under siege by both Chinese and Russian forces. They eventually find Major Greenland, who commands the remainder of US ground forces in Tashgar. She states that the mobile anti-air control by the Russians is putting them at a disadvantage.
Tombstone volunteers to demolish the Tashgar Dam to flood the area and destroy the Chinese-Russian forces in exchange for a ride back to the Valkyrie. They are successful in their task and are sent to Suez Canal to await extraction back to the Valkyrie.
They are picked up by a C-130 using the Fulton surface-to-air recovery system, and are then paradropped onto the Valkyrie, which is sailing blindly into Admiral Chang's forces. Tombstone assists in clearing the deck of boarding Chinese forces and find Garrison, who is holed up with Jin Ji, other survivors, and Pac (who had survived Singapore by "crawling through a thousand yards of **** with a hole in his stomach").
Screenshot 28
When Chinese forces finally reach the door to the medical bay, Jin Ji convinces Garrison to let him show his face to the soldiers, as they had been fighting under the illusion that Jin Ji had been killed. Recker opens the door and is knocked down, but Jin Ji calms the tension between the three forces showing his face to them, ultimately signifying an alliance and friendship between the United States, Russia, and China. The Chinese soldiers celebrate the news of their leaders return and call off the attack and inform the Russians and convince them to change sides in the war.
However, upon hearing this news, Chang barrages the Valkyrie with his warship, hoping to "bury the truth" with it. With no ordinance to strike back, Recker, Irish and Hannah once again volunteer to manually destroy it with explosives. Driving a boat to the warship's blind spot, the trio set the remote charges and use grappling guns to bring them to safety before detonating the explosives.
Unfortunately, the remote detonation fails, requiring manual replacement of the charges. Hannah volunteers to set a new charge; but Irish stops her, volunteering to do it himself, as China would need her. Recker is forced to either do nothing as Chang's warship obliterates the Valkyrie, thus killing Pac, Garrison and Jin Ji; or to send either Hannah or Irish back down to set the explosives. As soon as the detonator lights green, Recker detonates the charges, destroying Chang's ship but killing whoever planted the explosive.
BF4 Ending
A Marine rescue helicopter then picks up Recker and his remaining teammate, reporting to Garrison that one member could not be found. During the credits, the player hears a new dialogue between Irish and Hannah, discussing their pasts, and how they have to keep moving forward with "no **** regrets", implying that the teammate that went down may have survived.
Multiplayer
Ranks and Awards
Battlefield 4's multiplayer has one hundred and ten ranks, with each rank holding five sub ranks with roman numerals. There are forty-five ribbons which are unlocked by completing specific actions. Earning one Ribbons fifty times awards a medal with forty-five Medals in total in the base game. Service Stars are awarded after earning enough experience progression for that object. There are one hundred and thirty available service stars, each capable of being earned one hundred times.
Classes
All classes featured in the previous installment return in Battlefield 4, although with a few changes. Carbines have become all-kit weapons along with Designated Marksman Rifles (DMRs) and can now be utilized by all classes, as with pistols and shotguns.
Assault - The class remains largely the same, with a few minor changes. Defibrillators now have a charge time with First Aid Packs also being issued along with 40mm Flashbangs.
Support - Retains C4 and claymores with its weapons now having an increased suppression effect compared to other classes. It will also be issued an XM25 and a remote controlled mortar for indirect suppressive fire.
Recon - The Spec Ops Kit play style has returned, with the class now able to utilize C4 and claymores along with the Motion Sensor from Bad Company 2. In addition, the ability to adjust scopes to compensate for distance, also known as Zeroing, has been added. The T-UGS, MAV Micro UAV, and Radio Beacon gadgets also return.
Engineer - PDWs replace Carbines as the kits primary weapons, so as to emphasize it's close quarters role.
Ranks
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Ribbons
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Infantry Fighting Vehicle Ribbon
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Main Battle Tank Ribbon
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Attack Helicopter Ribbon
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Jet Fighter Ribbon
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Watercraft Ribbon
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Handgun Ribbon
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Assault Rifle Ribbon
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Carbine Ribbon
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Sniper Rifle Ribbon
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LMG Ribbon
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DMR Ribbon
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PDW Ribbon
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Shotgun Ribbon
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Melee Ribbon
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Conquest Ribbon
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Conquest Flag Capture Ribbon
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Rush Ribbon
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M-COM Attacker Ribbon
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Obliteration Ribbon
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Bomb Delivery Ribbon
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Team Deathmatch Ribbon
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Squad Deathmatch Ribbon
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Defuse Ribbon
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Domination Ribbon
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Headshot Ribbon
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Ammo Ribbon
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Anti-Vehicle Ribbon
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Medkit Ribbon
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Defibrillator Ribbon
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Repair Tool Ribbon
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Marksman Ribbon
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Radio Beacon Spawn Ribbon
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Commander Resupply Ribbon
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Commander Leadership Ribbon
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Commander Gunship Ribbon
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Commander Surveillance Ribbon
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Kill Assist Ribbon
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Avenger Ribbon
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Savior Ribbon
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Spotting Ribbon
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Ace Squad Ribbon
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MVP Ribbon
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Bomber Delivery Ribbon
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Air Superiority Ribbon
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Capture The Flag Winner Ribbon
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Capture Specialist Ribbon
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Carrier Assault Ribbon
Infantry Fighting Vehicle Ribbon
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Main Battle Tank Ribbon
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Anti-Air Tank Ribbon
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Scout Helicopter Ribbon
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Attack Helicopter Ribbon
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Jet Fighter Ribbon
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Watercraft Ribbon
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Handgun Ribbon
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Assault Rifle Ribbon
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Carbine Ribbon
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LMG Ribbon
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DMR Ribbon
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PDW Ribbon
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Shotgun Ribbon
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Melee Ribbon
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Conquest Ribbon
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Conquest Flag Capture Ribbon
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Rush Ribbon
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M-COM Attacker Ribbon
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Obliteration Ribbon
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Bomb Delivery Ribbon
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Team Deathmatch Ribbon
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Defuse Ribbon
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Domination Ribbon
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Headshot Ribbon
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Medkit Ribbon
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Radio Beacon Spawn Ribbon
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Commander Resupply Ribbon
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Commander Leadership Ribbon
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Kill Assist Ribbon
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Spotting Ribbon
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Air Superiority Ribbon
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Capture The Flag Winner Ribbon
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Capture Specialist Ribbon
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Carrier Assault Ribbon
Medals
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Anti-Vehicle Medal
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Medkit Medal
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Commander Leadership Medal
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Conquest Medal
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Rush Medal
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Defuse Medal
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Conquest Medal
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Defuse Medal
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Domination Medal
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Commander Surveillance Medal
Thespian - Ribbon
Battlefield 4: DLC
China Rising
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General Information
Battlefield 4: China Rising is the first expansion pack for Battlefield 4. It was revealed on May 21, 2013 on a Battlelog post stating that those who pre-ordered the game would receive the expansion at no extra cost. It features four maps on the Chinese mainland along with new vehicles and high-tech equipment.
Features
Other
Air Superiority
10 Assignments
Air Superiority is a gametype featured in the Battlefield 4: China Rising expansion. It functions in a similar manner to the Battlefield 3 variant, with the exception of the Guilin Peaks map; which features attack helicopters instead of jets and a single objective.
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10 Assignments
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Maps
Altai Range
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Altai Range is a map featured in the Battlefield 4 expansion, China Rising. Altai Range is a multi-faceted, vehicle-heavy map that exemplifies classic Battlefield gameplay. This map is one that is fit for all classes, and, as a result of a wide variety of vehicles and different terrains. It pits the United States Marine Corps against the People's Liberation Army and is set near the Altai mountain range in China.
Dragon Pass
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Dragon Pass is a map featured in the Battlefield 4 expansion, China Rising. It is set somewhere in mainland China, taking place in a swampy riverside community.
Guilin Peaks
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Guilin Peaks is a map featured in the Battlefield 4 expansion, China Rising. Its most distinctive features are the tall karst formations resembling massive stone skyscrapers, and the network of caves that run through them.
Silk Road
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Silk Road is a map included the Battlefield 4 expansion, China Rising. It takes place within the Gobi Desert in northern China.The map consists of a small military outpost surrounded by sand dunes and numerous mesas, with some canyons in the northern part of the map. Large, open spaces in areas creates mostly vehicle-based engagements.The Levolution event on this map is much like the one on Golmud Railway, with IEDs being placed around the map.
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Altai Range is a map featured in the Battlefield 4 expansion, China Rising. Altai Range is a multi-faceted, vehicle-heavy map that exemplifies classic Battlefield gameplay. This map is one that is fit for all classes, and, as a result of a wide variety of vehicles and different terrains. It pits the United States Marine Corps against the People's Liberation Army and is set near the Altai mountain range in China.
Dragon Pass
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Dragon Pass is a map featured in the Battlefield 4 expansion, China Rising. It is set somewhere in mainland China, taking place in a swampy riverside community.
Guilin Peaks
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Guilin Peaks is a map featured in the Battlefield 4 expansion, China Rising. Its most distinctive features are the tall karst formations resembling massive stone skyscrapers, and the network of caves that run through them.
Silk Road
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Silk Road is a map included the Battlefield 4 expansion, China Rising. It takes place within the Gobi Desert in northern China.The map consists of a small military outpost surrounded by sand dunes and numerous mesas, with some canyons in the northern part of the map. Large, open spaces in areas creates mostly vehicle-based engagements.The Levolution event on this map is much like the one on Golmud Railway, with IEDs being placed around the map.
Weapons
L85A2
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The L85A2 has major changes compared to the earlier versions. Among the most notable is the raised rate of fire. While the Battlefield 3 variant has a slower rate of fire and low recoil, the Battlefield 4 variant has a higher rate of fire and a predictable vertical muzzle climb. Another notable change is its ability to mount a Grenade Launcher. At close range, the L85A2 has many advantages. Its relatively high rate of fire and its tighter hipfire makes it effective in close quarter battles. At longer ranges, the L85 does suffer from a slightly strong muzzle climb that can easily be remedied by attaching stability increasing attachments, primarily the Muzzle Brake and the Angled Grip or Folding Grip. It is a versatile assault rifle for both long ranges and close quarter battles.
L96A1
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The L96A1 is introduced in Battlefield 4: China Rising. It is unlocked by completing the Need Only One assignment. Compared to other bolt-action sniper rifles, it has an average damage profile and rate of fire, but has slightly higher bullet velocity. While it is beaten out at close range by faster-firing sniper rifles such as the M40A5 and Scout Elite, and lacks the extreme range of the M98B and SRR-61, its stats are very well balanced for medium range, making it a good overall choice for most situations.It comes with a Rifle scope (8) equipped by default.
MP7
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The MP7 is a weapon featured in the Battlefield 4: China Rising expansion. It is unlocked upon the completion of the Make A Dent assignment. It features a built in Folding Grip, and as such, cannot mount any other underbarrel attachments.
MTAR-21
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The MTAR-21 is a weapon featured in Battlefield 4: China Rising and is available to all classes. It and the expansion's other weapons were released early for PC players as apart of the platforms first client patch. It is unlocked for console players upon the completion of the Multi Talent assignment. Compared to the Battlefield 3 variant, the MTAR-21 is a very versatile carbine. It has a high rate of fire of 900 RPM and controllable recoil. Even at a distance, one can kill effectively with no barrel attachments. In close quarters combat, the MTAR-21 is devastating. Thanks to its high rate of fire, the highest among the carbine class, and tight hipfire (because of its bullpup nature), the MTAR-21 kills extremely quickly. Its primary downside is its long reload time. Coupled with a quick magazine drain, reloads will be long and frequent. In the end, it is a solid all-class weapon that could turn any role into both a close range killer and an effective mid-long range support weapon.
RPK-74M
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The RPK-74M is a weapon featured in Battlefield 4: China Rising and is issued to the support class. It and the expansion's other weapons were released early for PC players as apart of the platforms first client patch. The RPK-74M retains wooden furniture as seen in earlier Battlefield games. It has a low rate of fire which makes recoil low and accuracy high over a long period of shooting. The muzzle climb is more vertical, but settles quickly close to the point where the player aims making it a useful machine gun at range. However, the RPK-74M suffers at close range where its low rate of fire and moderate damage is outclassed by similar machine guns, namely the QBB-95 which has a slightly higher rate of fire and a tighter hipfire.
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The L85A2 has major changes compared to the earlier versions. Among the most notable is the raised rate of fire. While the Battlefield 3 variant has a slower rate of fire and low recoil, the Battlefield 4 variant has a higher rate of fire and a predictable vertical muzzle climb. Another notable change is its ability to mount a Grenade Launcher. At close range, the L85A2 has many advantages. Its relatively high rate of fire and its tighter hipfire makes it effective in close quarter battles. At longer ranges, the L85 does suffer from a slightly strong muzzle climb that can easily be remedied by attaching stability increasing attachments, primarily the Muzzle Brake and the Angled Grip or Folding Grip. It is a versatile assault rifle for both long ranges and close quarter battles.
L96A1
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The L96A1 is introduced in Battlefield 4: China Rising. It is unlocked by completing the Need Only One assignment. Compared to other bolt-action sniper rifles, it has an average damage profile and rate of fire, but has slightly higher bullet velocity. While it is beaten out at close range by faster-firing sniper rifles such as the M40A5 and Scout Elite, and lacks the extreme range of the M98B and SRR-61, its stats are very well balanced for medium range, making it a good overall choice for most situations.It comes with a Rifle scope (8) equipped by default.
MP7
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The MP7 is a weapon featured in the Battlefield 4: China Rising expansion. It is unlocked upon the completion of the Make A Dent assignment. It features a built in Folding Grip, and as such, cannot mount any other underbarrel attachments.
MTAR-21
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The MTAR-21 is a weapon featured in Battlefield 4: China Rising and is available to all classes. It and the expansion's other weapons were released early for PC players as apart of the platforms first client patch. It is unlocked for console players upon the completion of the Multi Talent assignment. Compared to the Battlefield 3 variant, the MTAR-21 is a very versatile carbine. It has a high rate of fire of 900 RPM and controllable recoil. Even at a distance, one can kill effectively with no barrel attachments. In close quarters combat, the MTAR-21 is devastating. Thanks to its high rate of fire, the highest among the carbine class, and tight hipfire (because of its bullpup nature), the MTAR-21 kills extremely quickly. Its primary downside is its long reload time. Coupled with a quick magazine drain, reloads will be long and frequent. In the end, it is a solid all-class weapon that could turn any role into both a close range killer and an effective mid-long range support weapon.
RPK-74M
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The RPK-74M is a weapon featured in Battlefield 4: China Rising and is issued to the support class. It and the expansion's other weapons were released early for PC players as apart of the platforms first client patch. The RPK-74M retains wooden furniture as seen in earlier Battlefield games. It has a low rate of fire which makes recoil low and accuracy high over a long period of shooting. The muzzle climb is more vertical, but settles quickly close to the point where the player aims making it a useful machine gun at range. However, the RPK-74M suffers at close range where its low rate of fire and moderate damage is outclassed by similar machine guns, namely the QBB-95 which has a slightly higher rate of fire and a tighter hipfire.
Gadgets
UCAV
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The good ole' UCAV. the UCAV is a player controlled missile that does lots of damage, similar to the TV guided missile. It is for the support load out, similar to the mortar too. The player sets it down on the ground goes on his little pad thing and launches it. Once launched it can be controlled in a different manner than other things would. This weapon or gadget can go up to 400 meters in range, every 10 seconds it travels about 40 meters. When it is out of the players range it takes quite a little time to get another one, about 20 seconds to refill on it. It is one of the harder gadgets to achieve unless you are amazing in jets.
SUAV
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The SUAV is a fun little machine to control. It is similar to the hunter killer drone in Black Ops 2 but just doesnt blow up or is a machine controlled thing, it is controlled by the player. This gadget is mainly used for scouting around the area, spotting things, and if you really wanna have fun try to hit people with it. It is for the Recon load out and only has 1 to use every life, however if there is a ammo kit is takes about 5-10 seconds to get another one. It travel 20 meters per second which is an insanely fast speed. These gadgets are fun to use and just all around cool.
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The good ole' UCAV. the UCAV is a player controlled missile that does lots of damage, similar to the TV guided missile. It is for the support load out, similar to the mortar too. The player sets it down on the ground goes on his little pad thing and launches it. Once launched it can be controlled in a different manner than other things would. This weapon or gadget can go up to 400 meters in range, every 10 seconds it travels about 40 meters. When it is out of the players range it takes quite a little time to get another one, about 20 seconds to refill on it. It is one of the harder gadgets to achieve unless you are amazing in jets.
SUAV
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The SUAV is a fun little machine to control. It is similar to the hunter killer drone in Black Ops 2 but just doesnt blow up or is a machine controlled thing, it is controlled by the player. This gadget is mainly used for scouting around the area, spotting things, and if you really wanna have fun try to hit people with it. It is for the Recon load out and only has 1 to use every life, however if there is a ammo kit is takes about 5-10 seconds to get another one. It travel 20 meters per second which is an insanely fast speed. These gadgets are fun to use and just all around cool.
Vehicles
Dirtbike
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The developers have brought back the fan favorite Dirt Bike from Battlefield 3 into Battlefield 4! This vehicle is one of the fastest getaway vehicles in the game. It has a 95 km speed and has perfect maneuvering with the vehicle. This vehicle can easily be killed with one rocket and has no weapons attached to it, the second seat is the person who gets to use his weapons but there his personal weapons. You are perfectly seen and exposed to gun fire leaving you easy to get shot up and die quickly. This bike also has a boost on it. When players use the boost you will see a massive increase in speed making it easier to get out of there.
Bomber
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The bomber is a slow moving air craft vehicle used to do bomb runs. It has a main weapon and a secondary weapon. The main weapon is a User Targeted JDAM bomb, it launches 4 bullets but they can all be spread out through out the time in the vehicle. It takes around 13 seconds to reload the weapon and fire again. The secondary weapon is a cruise missile. The cruise missile is a bomb that when it instantly hits the ground a massive explosion will occur and can wipe out a whole battle between a team. It is an easy target to see in the sky and but it takes quite a bit of hits with missiles to actually destroy this vehicle. If you are getting locked on by multiple things the player has 30 IR Flares to use and it takes a little to get through them all. This vehicle isn't really for small maps it is mostly for large huge maps so you can destroy things and kill more people.
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The developers have brought back the fan favorite Dirt Bike from Battlefield 3 into Battlefield 4! This vehicle is one of the fastest getaway vehicles in the game. It has a 95 km speed and has perfect maneuvering with the vehicle. This vehicle can easily be killed with one rocket and has no weapons attached to it, the second seat is the person who gets to use his weapons but there his personal weapons. You are perfectly seen and exposed to gun fire leaving you easy to get shot up and die quickly. This bike also has a boost on it. When players use the boost you will see a massive increase in speed making it easier to get out of there.
Bomber
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The bomber is a slow moving air craft vehicle used to do bomb runs. It has a main weapon and a secondary weapon. The main weapon is a User Targeted JDAM bomb, it launches 4 bullets but they can all be spread out through out the time in the vehicle. It takes around 13 seconds to reload the weapon and fire again. The secondary weapon is a cruise missile. The cruise missile is a bomb that when it instantly hits the ground a massive explosion will occur and can wipe out a whole battle between a team. It is an easy target to see in the sky and but it takes quite a bit of hits with missiles to actually destroy this vehicle. If you are getting locked on by multiple things the player has 30 IR Flares to use and it takes a little to get through them all. This vehicle isn't really for small maps it is mostly for large huge maps so you can destroy things and kill more people.
Second Assault
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General Information
Battlefield 4: Second Assault is the second expansion pack for Battlefield 4, featuring four redesigned variants of popular multiplayer maps from Battlefield 3.
Features
Other
Capture the Flag
11 Assignments
The objective of the game is to capture the opposing team's flag while defending one's own. This can be done by getting in to where the flag is located in the enemy base, taking it, and returning it to the player's base alive. This task is usually much easier said than done, as the opposing team's base is usually heavily defended and players are alerted once a flag is taken from its base, causing the team whose flag was stolen to frantically try to get it back at any cost. Unlike Conquest, Capture the Flag has infinite tickets for each team, but it has a time limit of 15 minutes (or more depending on the server settings), allowing players to score points by capturing flags within that time period. Flags can be held while on any vehicle as well, regardless if it is piloted on land, sea or air. It also does not matter whether the flag-carrier is on the driver or passenger seat of the vehicle as well. This allows for much faster delivering of flags to other bases due to the large nature of the maps playable in the game mode.
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11 Assignments
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Maps
Caspian Border
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Caspian Border returns in Battlefield 4 as one of four maps featured in the Second Assault expansion pack and was first seen in the Battlefield 4: Premium Trailer. The map has been significantly changed since Battlefield 3, but retains the same layout and general features.
Gulf of Oman
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Gulf of Oman is a map featured in the Second Assault expansion. One significant Levolution event on this map takes the form of a massive dust storm sweeping through the map. The dust storm rolls in during the middle of the match, and greatly reduces visibility, making many air vehicles such as jets and helicopters, as well as other long-range weapons such as sniper rifles, less effective to use. Thermal Optics can counter the loss of visibility. Another noteworthy Levolution item is the ability to collapse the crane in the construction site.
Operation Firestorm
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Operation Firestorm is a map featured in the Battlefield 4: Second Assault expansion pack. The map now features many open fires with numerous explosive objects laid around the map that can trigger more fires, such as oil spills that can be lit by explosives. Wreckage and debris from previous battles can be seen around the map as well.
Operation Metro
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Operation Metro is a map featured in the Battlefield 4: Second Assault expansion pack. Brief glimpses of the map's subway were seen in the Battlefield 4: Premium Trailer. Set shortly after both the original operation in Battlefield 3's multiplayer and the nuke that was detonated in the single player campaign, the city is trying to rebuild when the war returns to the original park, metro tunnels, and Parisian streets where combat ensued during the beginning of the war. The tunnels are now slightly flooded and there are many wooden poles to hold up sections of the ceilings which could be destroyed. The elevators next to objective B are usable and could be quite a good way to ambush soldiers defending B. There are also a few corridors where the player can switch the lights on or off. Other than this, the map remains unchanged from the Battlefield 3 version.
Weapons
F2000
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The F2000 is in almost every battlefield. In battlefield 4 most players were sadden not to see it appear in this one until now. The fire rate is faster than most assault rifles in the game, giving you a little advantage over some other players. It has similar damage and spreads like most other assault rifles in the game. It holds a 30 round capacity and has 4 mags with it. It takes about 5 seconds to reload the weapon so get in cover! It is only for the Assault load out unfortunately, but it is still very good. I would recommend this weapon to most people if there trying to get there KD or score per minute up
AS Val
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The AS-Val is an outstanding weapon overall in my opinion. It has a good fire rate, spreads good, does a decent amount of damage, good range, and an OK ammo capacity. This is a compact assault rifle and its only for the Engineer load out. The maximum range of this weapon is 200 meters giving it good range but you have to fire in bursts. I wouldnt recommend this weapon for long range because of the fire rate, it is extremely fast. It kicks up a decent amount and I would just say use it for close range. It holds 24 rounds in the weapon so when you kill one you might want to reload afterwards. I say this weapon is great, is amazing everywhere use it!
M60E4
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The M60 is a great light machine gun to use. It is only for the Support load out but its alright. This weapon is slow at firing but has great range and damage. It also takes for ever to reload, takes around 10 seconds to reload. But it also can hold up to 100-200 rounds in one mag. The range can go really far and has about the same damage as it would close up. When your close up and your having a close quarter combat fight you are most likely to win because of how strong this weapon is. I would say it is one of the better light machine guns in the game to use but not as good as other ones.
DAO-12
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The DAO-12 when you first unlock it you will notice that it looks like the striker from Mw2, well it pretty much is the same thing as that. It was in Battlefield 3 if I remember correctly and it was really good it is just like that in this game. It spreads like no other and can kill your enemies in 1-2 shots depending on how close you are. It has 36 rounds in all and is strong like no other. This is not a long range weapon, I would use it for close range maps only. It is much stronger than the other shotguns and I would recommend it to some people.
GOL Magnum
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The GOL Magnum is now the best sniper in the game. It is for the Recon load out and it is way better than all the snipers currently in the game. It has an amazing range and not so big of a drop. It holds 5 rounds in it and all the bullets do the same amount of damage. When in a closer range it takes about 1 shot to kill some one, but when 200 meters away maybe one to 2 shots to kill some one. It is a bolt action which it also makes it stronger than most other ones. I would DEFINITELY recommend this to most people best sniper in the game.
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The F2000 is in almost every battlefield. In battlefield 4 most players were sadden not to see it appear in this one until now. The fire rate is faster than most assault rifles in the game, giving you a little advantage over some other players. It has similar damage and spreads like most other assault rifles in the game. It holds a 30 round capacity and has 4 mags with it. It takes about 5 seconds to reload the weapon so get in cover! It is only for the Assault load out unfortunately, but it is still very good. I would recommend this weapon to most people if there trying to get there KD or score per minute up
AS Val
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The AS-Val is an outstanding weapon overall in my opinion. It has a good fire rate, spreads good, does a decent amount of damage, good range, and an OK ammo capacity. This is a compact assault rifle and its only for the Engineer load out. The maximum range of this weapon is 200 meters giving it good range but you have to fire in bursts. I wouldnt recommend this weapon for long range because of the fire rate, it is extremely fast. It kicks up a decent amount and I would just say use it for close range. It holds 24 rounds in the weapon so when you kill one you might want to reload afterwards. I say this weapon is great, is amazing everywhere use it!
M60E4
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The M60 is a great light machine gun to use. It is only for the Support load out but its alright. This weapon is slow at firing but has great range and damage. It also takes for ever to reload, takes around 10 seconds to reload. But it also can hold up to 100-200 rounds in one mag. The range can go really far and has about the same damage as it would close up. When your close up and your having a close quarter combat fight you are most likely to win because of how strong this weapon is. I would say it is one of the better light machine guns in the game to use but not as good as other ones.
DAO-12
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The DAO-12 when you first unlock it you will notice that it looks like the striker from Mw2, well it pretty much is the same thing as that. It was in Battlefield 3 if I remember correctly and it was really good it is just like that in this game. It spreads like no other and can kill your enemies in 1-2 shots depending on how close you are. It has 36 rounds in all and is strong like no other. This is not a long range weapon, I would use it for close range maps only. It is much stronger than the other shotguns and I would recommend it to some people.
GOL Magnum
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The GOL Magnum is now the best sniper in the game. It is for the Recon load out and it is way better than all the snipers currently in the game. It has an amazing range and not so big of a drop. It holds 5 rounds in it and all the bullets do the same amount of damage. When in a closer range it takes about 1 shot to kill some one, but when 200 meters away maybe one to 2 shots to kill some one. It is a bolt action which it also makes it stronger than most other ones. I would DEFINITELY recommend this to most people best sniper in the game.
Vehicles
Desert Patrol Vehicle
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The Desert Patrol Vehicle is a perfect name for this vehicle. It is a light and fast vehicle to travel and get away. It has an attached grenade launcher to it but it cant make a 360 turn, it can only make about a 180 turn. Every one in the vehicle is exposed and can easily be shot and killed. It takes around 2-3 hit to kill this with a rocket launcher but yet you may die fast cause of no cover. There is a nice maneuver to this vehicle, fast and being able to turn good is always great. There is a little delay in between when trying to back up from anything. This vehicle you can easily kill people but you can also easily die.
Skid Loader
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Probably the Best vehicle in Battlefield ever to be made haha. It was in Battlefield 3 and they have brought it back to Battlefield 4 in this expansion pack. There is up to 3 seats in which this vehicle can hold, One in front, one in the back, and one driving you around. It only appears in Conquest I believe which is a downer and there is only one on every map so its not like both sides get one. You are easily exposed in all seats and this is probably the worst vehicle to actually try to stay alive in the whole match. I think this vehicle is fun to drive around in and try to survive, possibly the best vehicle.
Naval Strike
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General Information
Features
Battlefield 4: Naval Strike is the third expansion pack for Battlefield 4
Features
Other
Maps
Weapons
Gadgets
Vehicles
Carrier Assault
11 Assignments
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Maps
Lost Islands
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Lost Islands is a map featured in the Battlefield 4: Naval Strike expansion. It is set on numerous islands which feature fishing villages, as well as a crashed passenger plane on the center island which can be blown open.
Nansha Strike
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Nansha Strike is a map featured in the Battlefield 4: Naval Strike expansion. It is set in the Nansha Islands on the South China Sea. It features the largest ocean stretch in any Battlefield map to date.
Wave Breaker
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Wave Breaker is a map featured in the Battlefield 4: Naval Strike expansion. It is set somewhere on rocky islands in the South China Sea, and features a naval base hidden underneath a rocky hill and an interactive submarine which can be dropped onto troops under it.
Operation Mortar
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Operation Mortar is a map featured in the Battlefield 4: Naval Strike expansion. It is set on and around a cliffside resort in the South China Sea.
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Lost Islands is a map featured in the Battlefield 4: Naval Strike expansion. It is set on numerous islands which feature fishing villages, as well as a crashed passenger plane on the center island which can be blown open.
Nansha Strike
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Nansha Strike is a map featured in the Battlefield 4: Naval Strike expansion. It is set in the Nansha Islands on the South China Sea. It features the largest ocean stretch in any Battlefield map to date.
Wave Breaker
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Wave Breaker is a map featured in the Battlefield 4: Naval Strike expansion. It is set somewhere on rocky islands in the South China Sea, and features a naval base hidden underneath a rocky hill and an interactive submarine which can be dropped onto troops under it.
Operation Mortar
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Operation Mortar is a map featured in the Battlefield 4: Naval Strike expansion. It is set on and around a cliffside resort in the South China Sea.
Weapons
AR-160
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The AR-160 is an Assault Rifle introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Spare Time Sniper assignment. The AR-160 functions similarly to the CZ-805 but possess more vertical recoil, a slightly faster tactical reload and a faster muzzle velocity. Despite this, it has a slower empty reload than the CZ-805. The AR-160 is best used for medium-range engagements, ideally using short ranged optics with a Magnifier combination or utilizing a medium range scope and Canted Ironsights. The use of the Angled or Folding grips with the use of a Heavy Barrel help to stabilize the weapon over longer ranges while the Ergo Grip helps with the weapon in close quarters.
SR-2
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The SR-2 is a PDW introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Packing a Punch assignment. It shares its high rate-of-fire with AS Val. It has a fixed Vertical Grip in the "Underbarrel" slot. There is significant horizontal recoil, making the Compensator a useful attachment.
AWS
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The AWS is an LMG introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Swiss Cheese assignment. It has a high rate-of-fire, low recoil and average damage, with a capacity of 99+1 rounds.
SR338
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The SR338 is a semi-automatic Sniper Rifle introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Always Deadly assignment. Unlike the DMRs available to all classes, the SR338 is equipped by default with an 8x Rifle Scope, and can unlock other high-power scopes.
SW40
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The SW40 is a revolver introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Curve Ball assignment. Compared to the other two revolvers in the game, the SW40 is the fastest firing, but least accurate.
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The AR-160 is an Assault Rifle introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Spare Time Sniper assignment. The AR-160 functions similarly to the CZ-805 but possess more vertical recoil, a slightly faster tactical reload and a faster muzzle velocity. Despite this, it has a slower empty reload than the CZ-805. The AR-160 is best used for medium-range engagements, ideally using short ranged optics with a Magnifier combination or utilizing a medium range scope and Canted Ironsights. The use of the Angled or Folding grips with the use of a Heavy Barrel help to stabilize the weapon over longer ranges while the Ergo Grip helps with the weapon in close quarters.
SR-2
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The SR-2 is a PDW introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Packing a Punch assignment. It shares its high rate-of-fire with AS Val. It has a fixed Vertical Grip in the "Underbarrel" slot. There is significant horizontal recoil, making the Compensator a useful attachment.
AWS
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The AWS is an LMG introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Swiss Cheese assignment. It has a high rate-of-fire, low recoil and average damage, with a capacity of 99+1 rounds.
SR338
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The SR338 is a semi-automatic Sniper Rifle introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Always Deadly assignment. Unlike the DMRs available to all classes, the SR338 is equipped by default with an 8x Rifle Scope, and can unlock other high-power scopes.
SW40
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The SW40 is a revolver introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Curve Ball assignment. Compared to the other two revolvers in the game, the SW40 is the fastest firing, but least accurate.
Gadgets
M320 3GL
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The M320 3GL is a gadget introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Multi Tool assignment. It cannot destroy walls without using using up most of its base ammo, taking out only the thinnest layers of cover with one shot, making it much less useful for this purpose than the M320. M203 launchers with 3GL rounds are also equipped on the RAWR.
AA Mine
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The Anti-Air Mine is a gadget introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Death From Below assignment. It comes with a single-use surface-to-air missile that will track and lock onto enemy aircraft. When in range, the missile is automatically fired at the target, inflicting mobility damage. After firing, the remainder of the system self-destructs. The gadget may not be equipped together with any rocket launcher in the kit load out. Once deployed, the operator may not pick the gadget back up.
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The M320 3GL is a gadget introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Multi Tool assignment. It cannot destroy walls without using using up most of its base ammo, taking out only the thinnest layers of cover with one shot, making it much less useful for this purpose than the M320. M203 launchers with 3GL rounds are also equipped on the RAWR.
AA Mine
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The Anti-Air Mine is a gadget introduced in the Battlefield 4: Naval Strike expansion. It is unlocked upon completion of the Death From Below assignment. It comes with a single-use surface-to-air missile that will track and lock onto enemy aircraft. When in range, the missile is automatically fired at the target, inflicting mobility damage. After firing, the remainder of the system self-destructs. The gadget may not be equipped together with any rocket launcher in the kit load out. Once deployed, the operator may not pick the gadget back up.
Vehicles
ACV
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The ACV is a vehicle featured in the Battlefield 4: Naval Strike expansion. The ACV acts as a cross between a Quad Bike and a Jet Ski in the fact that it is able to traverse on both land and sea. Thus making it an optimal choice for those who are traveling across distances where land and sea are present. The second player can use any equipment or weapon. The ACV is considered a boat, thus counting towards the Assignment Packing a Punch.
Old Cannon
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The Old Cannon is a weapon emplacement featured on Operation Mortar in the Naval Strike expansion pack. The Flag B Fort features four cannons all around the base. They have a low rate of fire but have produce high damage to any target struck (usually instant vehicle-disable for light-vehicles and choppers, and instant kills against infantry). It is worth noting that the cannon's projectiles seem to have an extreme drop-off, making long-range engagements difficult. Obtaining a kill with a cannon will award players with the "No Parley" achievement/trophy.
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The ACV is a vehicle featured in the Battlefield 4: Naval Strike expansion. The ACV acts as a cross between a Quad Bike and a Jet Ski in the fact that it is able to traverse on both land and sea. Thus making it an optimal choice for those who are traveling across distances where land and sea are present. The second player can use any equipment or weapon. The ACV is considered a boat, thus counting towards the Assignment Packing a Punch.
Old Cannon
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The Old Cannon is a weapon emplacement featured on Operation Mortar in the Naval Strike expansion pack. The Flag B Fort features four cannons all around the base. They have a low rate of fire but have produce high damage to any target struck (usually instant vehicle-disable for light-vehicles and choppers, and instant kills against infantry). It is worth noting that the cannon's projectiles seem to have an extreme drop-off, making long-range engagements difficult. Obtaining a kill with a cannon will award players with the "No Parley" achievement/trophy.
Dragon's Teeth
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General Information
Features
Battlefield 4: Dragon's Teeth is the fourth expansion pack set to release for Battlefield 4. The expansion takes place in war-torn cities across Asia that are locked down by the People's Liberation Army.
Features
Other
Maps
Weapons
Gadgets
Chain Link
10 Assignments
10 Assignments
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Maps
Lumphini Garden
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Lumphini Garden is a map featured in Battlefield 4: Dragon's Teeth. It is set in Lumphini Park, a 142-acre park in Bangkok, Thailand.
Pearl Market
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Pearl Market is a map featured in Battlefield 4: Dragon's Teeth. It features combat in narrow streets and on flat rooftops. The map is set in central Hong Kong.
Propaganda
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Propaganda is a map featured in Battlefield 4: Dragon's Teeth. The map is set in Pyongyang, North Korea.
Sunken Dragon
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Sunken Dragon is a map featured in Battlefield 4: Dragon's Teeth. The map features flood gates as its main Levolution event, allowing players to open them and subsequently flood the map in a manner similar to Flood Zone.
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Lumphini Garden is a map featured in Battlefield 4: Dragon's Teeth. It is set in Lumphini Park, a 142-acre park in Bangkok, Thailand.
Pearl Market
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Pearl Market is a map featured in Battlefield 4: Dragon's Teeth. It features combat in narrow streets and on flat rooftops. The map is set in central Hong Kong.
Propaganda
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Propaganda is a map featured in Battlefield 4: Dragon's Teeth. The map is set in Pyongyang, North Korea.
Sunken Dragon
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Sunken Dragon is a map featured in Battlefield 4: Dragon's Teeth. The map features flood gates as its main Levolution event, allowing players to open them and subsequently flood the map in a manner similar to Flood Zone.
Weapons
DEagle 44
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The DEagle 44 is a weapon featured in the Battlefield 4: Dragon's Teeth expansion. It is unlocked upon the completion of the Recoil Kinetics assignment. The DEagle 44 shares the same damage and range as the .44 Magnum, but has a higher rate of fire, quicker reload, and larger capacity, as well as lacking the revolvers' trigger pull delay. However, it also is slightly less accurate, gains more spread per shot, and has a lower bullet velocity. Overall, at close and medium ranges it is still at a large advantage over the .44 Magnum.
Unica 6
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The Unica 6 is a revolver featured introduced in the Battlefield 4: Dragon's Teeth expansion. It is unlocked upon the completion of the Big Splash assignment.
CS5
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The CS5 is a weapon featured in the Battlefield 4: Dragon's Teeth expansion. It is unlocked upon the completion of the 'I' in Team assignment. The weapon comes with equipped with a Rifle Scope and its speciality CS5 Suppressor by default.
MPX
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The MPX is a weapon featured in the Battlefield 4: Dragon's Teeth expansion. It is unlocked upon completion of the Not the Weakest Link assignment.
Bulldog
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The Bulldog is an assault rifle featured in the Battlefield 4: Dragon's Teeth expansion. It is unlocked upon completion of the Lions and Tigers and Bears assignment.
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The DEagle 44 is a weapon featured in the Battlefield 4: Dragon's Teeth expansion. It is unlocked upon the completion of the Recoil Kinetics assignment. The DEagle 44 shares the same damage and range as the .44 Magnum, but has a higher rate of fire, quicker reload, and larger capacity, as well as lacking the revolvers' trigger pull delay. However, it also is slightly less accurate, gains more spread per shot, and has a lower bullet velocity. Overall, at close and medium ranges it is still at a large advantage over the .44 Magnum.
Unica 6
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The Unica 6 is a revolver featured introduced in the Battlefield 4: Dragon's Teeth expansion. It is unlocked upon the completion of the Big Splash assignment.
CS5
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The CS5 is a weapon featured in the Battlefield 4: Dragon's Teeth expansion. It is unlocked upon the completion of the 'I' in Team assignment. The weapon comes with equipped with a Rifle Scope and its speciality CS5 Suppressor by default.
MPX
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The MPX is a weapon featured in the Battlefield 4: Dragon's Teeth expansion. It is unlocked upon completion of the Not the Weakest Link assignment.
Bulldog
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The Bulldog is an assault rifle featured in the Battlefield 4: Dragon's Teeth expansion. It is unlocked upon completion of the Lions and Tigers and Bears assignment.
Gadgets
Ballistic Shield
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The Ballistic Shield is a Support gadget featured in the Battlefield 4: Dragon's Teeth expansion. It is unlocked upon the completion of the Vanguard assignment. It was added as a useable gadget in the Community Test Environment for early testing on June 7, 2014, as a part of the second initiative's focus on core gameplay. When deployed, the shield is held with both hands and is capable of deflecting all incoming small-arms fire, up to the Scout Helicopter's 7.62mm Minigun. The player is only able to see through the small glass viewport and cannot look down completely or go prone. Aiming will pull the shield closer, zoom in slightly through the viewport, and slow down the player. The player's lower legs will still be exposed while standing, so crouching is recommended to maximize personal protection. The player is also vulnerable while sprinting, as the shield is held to the left during the sprint as opposed to directly in front. The player cannot wield any weapons while holding the shield, making them unable to engage enemy players at range unless it is not being held. Instead, the player is now able to perform a close-range shield bash which will take three hits to kill enemy infantry within a two meter range. The shield is lowered during the attack, however, leaving the player open to gunfire for the short duration. The knife may also be used normally while the shield is equipped by pressing the knife button. While the player is almost completely defended from frontal attacks, they will still take damage normally from the sides and back. The glass viewport can also be penetrated and destroyed by heavier rounds from Sniper Rifles, the M82A3, the AMR-2, 12G Slug rounds, all revolvers, and any sort of explosive ordnance. The viewport will be visibly shattered if it is hit by any of these, and the player will take damage from attacks aimed at the viewport as a result. The shield is still vulnerable to tank shells, and the player will still die if directly hit by one. Of note is the fact is that the player does not carry the shield on their player model when it is not in use, and subsequently does not protect the player in any direction when not equipped.
RAWR
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The RAWR is a Battle Pickup featured in the Battlefield 4: Dragon's Teeth expansion. It is equipped with an M240 LMG, four M203 3GL launchers and a Flash Light, as well as Thermal and Zoom Optics. Like all other Battle Pickups, the RAWR spawns at specific points on Dragon's Teeth maps, with its PDA resting on top of a crate labeled "RAWR". Once the PDA is picked up, the drone can be deployed and operated. Something to note, however, is that if the player switches to another weapon while the drone is deployed, the PDA will disappear and the RAWR will become unusable. If the drone has not yet been deployed, however, then the PDA will simply fall to the ground and can be picked up again. Although the drone has considerable firepower with its weapons and has a large amount of health, it can be dispatched fairly quickly if it's attacked by multiple enemies, especially if explosives are employed. It can also be easily identified by the bright yellow light on its antenna and its forward-facing flash light, making it difficult to not be spotted. In order to be most effective, it's recommended to take on only small groups of enemies while working alone and to try and flank unaware enemies when possible. Working with teammates is also a good idea, as the RAWR can also be a considerable force multiplier while supporting friendlies. As well, it can also be actively repaired by an Engineer or EOD Bot, making it even more of a better idea to stick around allies. Unlike most other gadgets and vehicles, the RAWR cannot reload its weapons, so conservative use of ammunition is necessary to make the most of its firepower.
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The Ballistic Shield is a Support gadget featured in the Battlefield 4: Dragon's Teeth expansion. It is unlocked upon the completion of the Vanguard assignment. It was added as a useable gadget in the Community Test Environment for early testing on June 7, 2014, as a part of the second initiative's focus on core gameplay. When deployed, the shield is held with both hands and is capable of deflecting all incoming small-arms fire, up to the Scout Helicopter's 7.62mm Minigun. The player is only able to see through the small glass viewport and cannot look down completely or go prone. Aiming will pull the shield closer, zoom in slightly through the viewport, and slow down the player. The player's lower legs will still be exposed while standing, so crouching is recommended to maximize personal protection. The player is also vulnerable while sprinting, as the shield is held to the left during the sprint as opposed to directly in front. The player cannot wield any weapons while holding the shield, making them unable to engage enemy players at range unless it is not being held. Instead, the player is now able to perform a close-range shield bash which will take three hits to kill enemy infantry within a two meter range. The shield is lowered during the attack, however, leaving the player open to gunfire for the short duration. The knife may also be used normally while the shield is equipped by pressing the knife button. While the player is almost completely defended from frontal attacks, they will still take damage normally from the sides and back. The glass viewport can also be penetrated and destroyed by heavier rounds from Sniper Rifles, the M82A3, the AMR-2, 12G Slug rounds, all revolvers, and any sort of explosive ordnance. The viewport will be visibly shattered if it is hit by any of these, and the player will take damage from attacks aimed at the viewport as a result. The shield is still vulnerable to tank shells, and the player will still die if directly hit by one. Of note is the fact is that the player does not carry the shield on their player model when it is not in use, and subsequently does not protect the player in any direction when not equipped.
RAWR
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The RAWR is a Battle Pickup featured in the Battlefield 4: Dragon's Teeth expansion. It is equipped with an M240 LMG, four M203 3GL launchers and a Flash Light, as well as Thermal and Zoom Optics. Like all other Battle Pickups, the RAWR spawns at specific points on Dragon's Teeth maps, with its PDA resting on top of a crate labeled "RAWR". Once the PDA is picked up, the drone can be deployed and operated. Something to note, however, is that if the player switches to another weapon while the drone is deployed, the PDA will disappear and the RAWR will become unusable. If the drone has not yet been deployed, however, then the PDA will simply fall to the ground and can be picked up again. Although the drone has considerable firepower with its weapons and has a large amount of health, it can be dispatched fairly quickly if it's attacked by multiple enemies, especially if explosives are employed. It can also be easily identified by the bright yellow light on its antenna and its forward-facing flash light, making it difficult to not be spotted. In order to be most effective, it's recommended to take on only small groups of enemies while working alone and to try and flank unaware enemies when possible. Working with teammates is also a good idea, as the RAWR can also be a considerable force multiplier while supporting friendlies. As well, it can also be actively repaired by an Engineer or EOD Bot, making it even more of a better idea to stick around allies. Unlike most other gadgets and vehicles, the RAWR cannot reload its weapons, so conservative use of ammunition is necessary to make the most of its firepower.
Premium
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Premium is available in Battlefield 4. It was available at launch and could also be pre-ordered. Members gain exclusive camos, weapons, as well as early access to expansion packs. It will once again have a one-time cost US$49.99 (29.45 GBP). Premium also awards with player with exclusive Dog Tags and an exclusive Knife, called the Carbon Fiber Knife.
It was confirmed in a post from the Battlefield Blog that Premium memberships can transfer from the PlayStation 3 and Xbox 360 versions of the game to the PlayStation 4 and Xbox One versions, respectively.
In-Game features
Two weeks early access to all DLCs (China Rising, Second Assault, Naval Strike, Dragon's Teeth, Final Stand)
New weekly content
12 additional Battlepacks
Priority in server queues
Battlelog Features
The ability to reset K/D Ratio, W/L Ratio, Accuracy and SPM on Battlelog (all-time stats will remain the same)
Increased Platoon Emblem layers
Ability to save up to five battle reports on the Battlelog as favorites
Exclusive soldier profile images
The ability to create new Platoons
It was confirmed in a post from the Battlefield Blog that Premium memberships can transfer from the PlayStation 3 and Xbox 360 versions of the game to the PlayStation 4 and Xbox One versions, respectively.
In-Game features
Two weeks early access to all DLCs (China Rising, Second Assault, Naval Strike, Dragon's Teeth, Final Stand)
New weekly content
12 additional Battlepacks
Priority in server queues
Battlelog Features
The ability to reset K/D Ratio, W/L Ratio, Accuracy and SPM on Battlelog (all-time stats will remain the same)
Increased Platoon Emblem layers
Ability to save up to five battle reports on the Battlelog as favorites
Exclusive soldier profile images
The ability to create new Platoons
Final Stand
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will update as soon as information is available
Vehicles
Tanks
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The tanks in BF4 have not really changed much since bf3. You can still put attachments on the vehicles but there is still a bigger variety to what to choose from and what does what. I will go down most of the attachments here:
Secondary Weapon
The secondary weapon can have different types of shells or a coaxial LMG. I prefer using the shells if your planning on killing vehicles or other tanks. If your planning on killing infantry use the LMG, it shoots and kills people really fast. If you are trying to kill someone with the explosives you are not guaranteed to kill them as you would with the LMG. They both have ups and downs.
Protection
There is multiple ways to protect your vehicle from rockets or explosives. The most effective one is Active Protection. Active protection is when if you use it you will have 5-10 seconds of nothing being able to hurt you. Rockets can hit you but no damage will be taken. The other ones dont really do anything to protect you they just send smoke out so your enemy cant see you.
The tanks in BF4 have not really changed much since bf3. You can still put attachments on the vehicles but there is still a bigger variety to what to choose from and what does what. I will go down most of the attachments here:
Secondary Weapon
The secondary weapon can have different types of shells or a coaxial LMG. I prefer using the shells if your planning on killing vehicles or other tanks. If your planning on killing infantry use the LMG, it shoots and kills people really fast. If you are trying to kill someone with the explosives you are not guaranteed to kill them as you would with the LMG. They both have ups and downs.
Protection
There is multiple ways to protect your vehicle from rockets or explosives. The most effective one is Active Protection. Active protection is when if you use it you will have 5-10 seconds of nothing being able to hurt you. Rockets can hit you but no damage will be taken. The other ones dont really do anything to protect you they just send smoke out so your enemy cant see you.
Helicopters
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There are 3 different types of helicopters;Scout, Attack, and Little Birds. They all have there own unique abilities and I will be talking about them below.
Scout
You need passengers in this vehicle if your planning on getting points or killing people. This is more like a transport vehicle to drop people off or pick them up. It has 5 open slots for people to get in; 2 gunners, 2 repair men or gun seats, and a driver. This vehicle isnt the best and it can get shot down easy
Attack
Attack helicopters are probably the best helicopter. They have more armor than the little bird and can kill people faster. It has all kinds of attachments you can use to let you kill people and other things quicker. It has 2 seats only which is bad I guess but in these two seats you both can kill people in them. First seat is to fly and rockets, and the second seat is the gunner seat or kill infantry.
Little Birds
Little birds are a mix of both attack and scout helicopters. You can drop off 3 people in your helicopter or pick 3 people up. If your the driver you can shoot people on the ground to provide cover support for your allies. You can also put vehicle attachments on it making it harder to kill or stronger overall. Its a great vehicle to use and moves fast.
There are 3 different types of helicopters;Scout, Attack, and Little Birds. They all have there own unique abilities and I will be talking about them below.
Scout
You need passengers in this vehicle if your planning on getting points or killing people. This is more like a transport vehicle to drop people off or pick them up. It has 5 open slots for people to get in; 2 gunners, 2 repair men or gun seats, and a driver. This vehicle isnt the best and it can get shot down easy
Attack
Attack helicopters are probably the best helicopter. They have more armor than the little bird and can kill people faster. It has all kinds of attachments you can use to let you kill people and other things quicker. It has 2 seats only which is bad I guess but in these two seats you both can kill people in them. First seat is to fly and rockets, and the second seat is the gunner seat or kill infantry.
Little Birds
Little birds are a mix of both attack and scout helicopters. You can drop off 3 people in your helicopter or pick 3 people up. If your the driver you can shoot people on the ground to provide cover support for your allies. You can also put vehicle attachments on it making it harder to kill or stronger overall. Its a great vehicle to use and moves fast.
Jets
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There is 3 different types of jets but I dont see a difference in any of them. They are all fast moving jets that can maneuver really good. They have lots of attachments to use giving them lots of powers to kill things on the ground or air. Like they can have a Laser Guided missile to shoot tanks or quad bikes or have active radar and shoot jets down really fast. They all I guess turn different or slow down in a certain way so that you have a better advatage
There is 3 different types of jets but I dont see a difference in any of them. They are all fast moving jets that can maneuver really good. They have lots of attachments to use giving them lots of powers to kill things on the ground or air. Like they can have a Laser Guided missile to shoot tanks or quad bikes or have active radar and shoot jets down really fast. They all I guess turn different or slow down in a certain way so that you have a better advatage
LAV
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These are the strongest vehicles on land in this game. They are over powered and can literally take out anything in site with a snap of a finger. They have way to much attachments making it really strong again and making it harder to kill. If your in it your guaranteed a lot of kills in it. The AA gun can take out air vehicles and people really fast if you have the right attachments on. I see these over powered like no other, get in them!
These are the strongest vehicles on land in this game. They are over powered and can literally take out anything in site with a snap of a finger. They have way to much attachments making it really strong again and making it harder to kill. If your in it your guaranteed a lot of kills in it. The AA gun can take out air vehicles and people really fast if you have the right attachments on. I see these over powered like no other, get in them!
Transport Vehicles
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Well transport vehicles arent really made to kill things there made well to get you to your destination. You cant put any attachments on the vehicles what so ever and they have low health. One tank bullet can drop you dead or drop you all the way down to 9 percent on your vehicle. If you see anything intimidating get out of there fast or your gonna die. Have Fun!
Well transport vehicles arent really made to kill things there made well to get you to your destination. You cant put any attachments on the vehicles what so ever and they have low health. One tank bullet can drop you dead or drop you all the way down to 9 percent on your vehicle. If you see anything intimidating get out of there fast or your gonna die. Have Fun!
Boats
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So there is different types of boats to use in the game but the most common ones seen is the DV Boat. The DV boat cant be killed really unless your getting ganged up by multiple things. This has multiple things on it making it stronger in any possible way, even 3 C4 cant kill it. If your gonna use this and have active protection on have fun the whole game living and boosting your KD up. So over powered.
So there is different types of boats to use in the game but the most common ones seen is the DV Boat. The DV boat cant be killed really unless your getting ganged up by multiple things. This has multiple things on it making it stronger in any possible way, even 3 C4 cant kill it. If your gonna use this and have active protection on have fun the whole game living and boosting your KD up. So over powered.
Thespian
Updates
PC
PC Game Update Jul 8 Patch Notes
COMMANDER APP:
-Various bug fixes
GENERAL:
-Fix for an issue where players were able to duplicate Battle Pickups by repeatedly picking up a kit
-Fix for an issue where field upgrades would stop working after one round when players had reached the max field upgrade level
-Fix for a crash that could occur when a player left a round
-Added a 15 seconds warm-up timer for all Official games Additional note, we added the warm-up for PC due to different client spec loading the map fairly, to create a more balanced start of the game.
-Created a user interface for tweaking the joystick dead zone on PC because the lack of it was preventing some players to use their joysticksNote: This fix was included by mistake, already released months ago.
-Fix for an issue that prevented players to issue squad order around capture points during the sandstorm on Gulf of Oman
-Option added for double tap forward to sprint (when on foot)
GRAPHICAL:
-Fix for an issue where the player would get a water splash effect on the screen after crashing an EOD/MAV/SUAV into the water
-Fix for an issue where Mantle users would receive a low frame rate when running the default Mantle multi-GPU settings
MODES:
-Added a competitive Obliteration game mode Note: Server admins has to set this up to get it running. Can only be used non-official servers.
SERVERS:
-Fix for an issue where server administrators couldnt ban players that had clan tags
USER INTERFACE:
-Added total team experience points to the end of round screen for the Capture the Flag game mode
-Added user interface options for tweaking the ADS aiming sensitivity
-Fix for an issue where the kill card wasnt displayed in some cases in Hardcore modeNote: Fixed, but will be included in the next patch release.
-Dog tags are rearranged in the kill cards so the right one is not obstructed
VEHICLES:
-Fix for an issue where the flag would occasionally float in mid-air when players got out of vehicles while carrying the flag
-Removed the boost button press to turn off boost for vehicles, boost should be turned off by releasing the accelerator, this makes it consistent with soldier sprint and helps using vehicle boost easier (for joystick)
-Adjusted the PWC physics so it drives/controls more nicely in all water levels
-Option added for double tap forward to boost (when driving a vehicle)
WEAPONS:
-Fix for an issue where a weapon would flail wildly after a player would die
-Removed the 2nd set of shell that are visible in the speed loader when reloading the M412 revolver
-Fix for the Hawk Shotgun missing pump action animation in 3rd person while crouching
-Fix for RPG-7 rocket remaining visible in the launcher after the last shot is fired while zoomed in
-Fixed the bipod animations for MTAR-21
-Foregrip in 3rd person now has hand in the correct position on M416/M417Note:This was a typo, M417 does not exist in BF4
-Fix for a broken animation when switching to AWS as main weapon
PC Game Update June 3
- Improved/reduced explosion induced camera shake
- Character collision improvements
- Fix to reduce object damage mismatch between client/server.
- Fix explosion packs not being able to be shot sometimes
- Improvements for client side packet loss
- Client crash fixes
- AMD Mantle multi-GPU improvements
- Carrier Assault game mode reports bug fix
- High Frequency Network update
-Added High frequency bubble updating player movement, stance, rotation, damage and projectiles at a separate rate on foot and in vehicles
-Added option to control client side update rate setting
- Fix for an issue where jets being attacked by other jets would not receive damage at certain altitudes
Naval Strike Non-Premium Release Update
-Battlefield 4 Naval Strike will be available on April 15 for all non-Premium members. They wanted to give all Premium members their two-week early access regardless of what platform they play on
March 31 PC Game Update Notes
GENERAL FIXES
-General stability improvements
-Fix for a crash that could occur when players were customizing vehicles.
-Fix for an issue in the Rush game mode where end-of-round screen would always indicate that there were 60 minutes left of the game.
-Fix for an issue where the splash damage for IFV shells, Helicopter rockets, and Mortar rounds was unable to destroy deployed equipment.
-Fix for an issue that could cause the quad bike to explode when it hit indestructible objects.
-Fix for an issue that would cause sniper rifles to display too much bloom when aiming in snowy conditions, especially the outside areas of Operation Locker.
-Fix for an issue where the ECM would sometimes fail to jam incoming missiles.
-Shortened the take-off distances for jets to match the length of the runways in Second Assault maps.
-Fix for going above ceiling exploits in Operation Metro.
-Fix for a new MAV riding exploit.
-Fix for kill camera jittering/strobing sometimes if colliding with other world objects or terrain.
-Fix for soldiers getting catapulted when walking on steep surfaces
NETCODE
-Fix for an issue where the kill camera would display the incorrect killer.
-Fix for an issue where the kill card wont show up when playing on servers which have the kill camera turned off.
-Fixed an issue where other soldiers would appear to fire in the wrong direction when turning quickly.
-Fix for weapons firing twice, or not at all in some instances.
-Fix for an issue where explosions didnt do any damage to infantry and vehicles that were outside of the combat area.
-Fix for an issue where late-joining players wouldnt correctly experience Levolution events on Paracel Storm and Flood Zone.
-Fix for an issue that could cause packet loss.
PROGRESSION
-Added Gold Battlepacks as rewards for Class Service Stars, allowing players that have reached the max Rank to continue earning new Battlepacks.*
WEAPONS / GADGET TWEAKS
-Increased the damage of the normal buckshot against targets with Body Armor.
-Reduced the vertical recoil of the M4 and M16A4 to give these burst fire weapons a tighter burst accuracy in their mid- to long range role.
-Reduced the side-to-side and first shot recoil of the G36C. This weapon now has the lowest side-to-side recoil of the carbines, giving it a clear controllable low rate of fire role, especially when compared to the AK5C, Type-95B-1 and the AKU-12.
-Tweaked the detonation time of the 40mm LVG so it bounces less before going off. The maximum damage has however been reduced to 80 like the RGO.
-Reduced the number of how many 40mm HE and LVG rounds players can carry, from 4 to 3.
-Increased the time it takes to get new 40mm round from ammo boxes. The time is longer for HE and LVG grenades and shorter for utility grenades like SMK and FLASH.
GRENADE TWEAKS
-Increased the time it takes to get new RGO IMPACT, V40 MINI, M84 FLASHBANG and M18 SMOKE grenades from ammo boxes. Since the player now carries more of these grenades, the resupply delay needed to be longer to prevent grenade spamming.
VEHICLE TWEAKS
-Significantly improved the suppression from mounted vehicle weapons, including miniguns, HMGs, LMGs, and all shells types for all armored vehicles.
AIRCRAFT TWEAKS
-Further reduced the repair rate for the Scout Helicopters and the Transport Helicopters.
-Significantly increased the damage of Transport Helicopter miniguns.
-Changed the flight ceilings on Gulf of Oman, Caspian Border and Operation Firestorm to better match the height of the structures in those levels.
-Adjusted the damage of the 25mm and 30mm cannons for both Stealth Jets and Mobile AA to be equal in Damage Per Second to the 20mm default weapons. These weapons were clearly poorer choices in all circumstances, and their different rates of fire are intended to be the player's choice factor for these weapon systems.
-Increased the splash damage and the range at which the JDAM bombs can achieve max splash damage. The JDAM's power was not properly balanced with its difficulty to use. The JDAM remains a primarily anti-vehicle weapon, though this change will increase the effectiveness against all targets.
-Increased the accuracy and direct hit damage of the AC130 40mm cannons. 40mm cannons can now be used to fire pinpoint shots in 2-3 round bursts, enabling them to provide accurate fire on infantry and vehicle targets. Their velocity has also been marginally increased to aid their accuracy.
-Increased the splash damage and range of the AC130 25mm cannons. These cannons now do approximately 50% more damage, in a slightly increased area of impact. The increased damage as well as increased suppression effects will allow the 25mm cannon to fill its role as an area of effect weapon against infantry.
MANTLE
-Mantle now requires Catalyst 14.2 or later drivers.
-Fixed multiple crashes.
-Fixed memory leak when switching between windowed and full screen.
-Optimized memory management which can reduce amount of performance stalls when video memory is overcommitted.
-Improved performance when vsync is used.
-Fixed bug with offset mouse cursor when using full screen and horizontal windows taskbar.
-Multi-GPU: Added initial support for frame pacing for smoother frame rate in full screen mode, enabled by default. Can be disabled in console / User.cfg with RenderDevice.FramePacingMethod 0.
-Multi-GPU: Fixed black screen when starting on machine with multiple GPUs where the weakest GPU has the display attached to it.
-Multi-GPU: Fixed intermittent crash when switching between windowed and full screen mode when having multiple GPUs
DIRECTX
-Fixed bug with borderless window not covering entire screen when starting up
March 6 PC Game Update Notes
-Several crash fixes and stability improvements
-Fixed an issue with data re-sending that was causing rubber banding on some servers
-Increased the maximum rank to 120
-Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early
-Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.
-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
-Tweaked timing for how long the kill feed stays on screen
-Fixed an issue where the message "Joining Server" sometimes didn't appear when the user tried to join the server
-Added default player slots to server browser filters
-Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
-Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising
-Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike
-Prevented players from interacting with an M-COM on Siege of Shanghai after it had been destroyed
-Fixed an issue where audio for disarming M-COMs could get stuck in an infinite loop
-Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort
-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
-Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority
-Fixed an issue where Defuse could get stuck in an unplayable state between rounds
-Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed
-Fixed an issue with revive icon not being grayed out in-game on map and minimap, when the player died after getting revived in Defuse
-General improvements and bug fixes for the Battledash and Mission create screens
-Fixed a bug where red laser dots would get stuck on textures
-Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value
-Fixed a bug where the enemy health always displayed as full in the kill-cam
-Fixed an issue in Defuse so killed bomb carrier cant plant a bomb in the next round without picking up a new bomb
-The MAV has been updated to prevent players from exploiting it
-Improved repair rates for vehicles with different base healths
-Tweaked volume balance and other ambiance parameters on the majority of base game and China Rising maps
-Improved the track vehicles wheel friction so vehicles dont get stuck at relatively minor hills
-Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.
-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water
SPECTATOR MODE
-Added a chat feature, allowing spectators to take part of the chat of the match theyre spectating
-Fix for the EMP/Proxy Attack effects being visible in Spectator Mode
-Removed the black screen that was visible when switching between cameras and players in Spectator Mode
-Removed squad colors in Spectator Mode, now only the red and blue team colors are visible
-Decreased the user interface clutter in Spectator Mode by removing health pack, ammo pack and revive icons
-Tweaked the 1st person view in Spectator Mode so that spectators now see exactly what players see and nothing else
-Added a functionality in Spectator Mode so that, when going into Freecam from 1st or 3rd person mode, the first static freecam will be moved to behind the previously spectated player
-Added the possibility in Spectator Mode to fire at a player from Freecam to go into 1st person view of that player
-Spectators can now see which player on the scoreboard that carries the bomb in the Obliteration and Defuse game modes
GRENADE TWEAKS
-Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
-Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
-Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
-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.
PISTOL TWEAKS
-Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
-Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
-Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
-Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
-Corrected a small error with the COMPACT 45 accuracy when crouched or prone.
WEAPON TWEAKS
-Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
-Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
-Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
-The Heavy Barrels 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.
-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.
-The SRS bolt action time has been tweaked and the rate of fire has been lowered
-The GOL bolt action time has been tweaked
-The muzzle velocity for the MP7 has been reduced
-The MTAR21 muzzle velocity has been reduced
-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
-Updated rate of fire for the RGP7 and NLAW
VEHICLE TWEAKS
-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
-Reduced the velocity of the MAAs default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
-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.
-Increased the direct damage done by the Attack Helicopters gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
-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.
-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
-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. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
-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.
Feb 25 PC Game update notes
-Fix for the so called sound loop crash issue that caused the game to freeze
-Fix for an issue that sometimes prevented players from shooting while in the gunner position of a vehicle
-Fix for the headshot icon appearing incorrectly at non-headshot deaths, such as suicide or dying of an explosion
-General stability improvements
Mantle
-General stability and performance improvements
-Fix for an issue that caused the sky/fog to be either too bright or too dark when Mantle was used
-Added on-screen video memory utilization statistics with Render.DrawScreenInfo
Feb 13 PC Game Update Notes
-General stability improvements
-Fix for an issue where spawning into, or switching to, a gunner seat in an IFV/MBT sometimes could cause the game to crash
-Fix for missing sound in Team/Squad Deathmatch
-Fix for an issue in the Defuse game mode, where a bomb carrier would be permanently spotted
-Decreased the rate at which the kill card would incorrectly display 0 health, while the enemy was clearly alive
-Fix for an invisible wall that was incorrectly present in one of the fallen concrete pipes on Zavod 311
-Fix for an issue where bullet impact sounds werent properly matching the actual number of impacts
-Fix for an issue where the Draw message would not display on-screen once a Conquest round ended with both teams having the same amount of tickets
-Fix for an issue where long IDs wouldnt scroll on dog tags
-Fix for missing grass physics in terrain
Mantle
-Fix for a crash that would occur when activating full screen in portrait mode
-Fix for stuttering that could appear during video sequences on multi-GPU PCs
-Fix for a memory system leak that could cause stalls, which would result in frames taking longer to process
-Reduced the amount of stalls that occurred when running with high graphics setting that require more GPU memory than is currently available
-Fixed screenshots on multi-GPU PCs
Jan 30 PC Game Update Notes
Mantle Support
The new Mantle renderer has been added in Battlefield 4. Most players can expect a performance increase by using this new low-level graphics API. Check out this news post [ Register or Signin to view external links. ] for the full details on Mantle, what the requirements are to run it, and how to enable it.
CPU/GPU performance and monitoring
-Tweaked and improved CPU multi-core utilization to try and avoid stuttering and low framerate due to stalls that happened on some CPU and OS configurations.
-Users can now configure and control themselves how many CPU cores should be used in the game with the new Thread.MaxProcessorCount settings in User.cfg.
-Render.DrawScreenInfo 1 now also shows information about which CPU and GPU is in the system, how many GPUs & CPU cores are used and which renderer (DirectX 11 or Mantle) is active
-Added new PerfOverlay.FrameFileLogEnable command that records frame times on CPU & GPU and logs out to a .csv file
-AMD Catalyst driver 13.12 (or later) is now recommended instead of 13.9
-Enabled tile-based compute shader lighting optimization on Nvidia for improved GPU performance (already active on AMD GPUs)
-Improved performance with rendering and spotlights for all GPUs, primarily in in-door environments
DMR Balance Tweaks
-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.
Other Items
-Significantly reduced the duration of the black screen when spawning in, and fixed the issue with players getting killed before being in-game
-Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing
-Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot
-Fixed an issue in Squad Deathmatch where the Win/Lose text was overlapping
-Fixed an issue with players using an exploit for the SOFLAM
-Fixed an issue with players using an exploit for the MAV
-Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu
-Fixed an issue where chat would break when entering "false" or "true" in the chat window
-Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry
-Fixed the misaligned crosshairs on the T90 MBT
-Added setting to tweak joystick dead zone
-Various minor crash fixes
Jan 13 PC Game Update Notes
-Various fixes for improving general stability
-Fixed a memory leak issue occurring after level shutdowns, which could result in a out-of-memory crash in longer play sessions
-Additional fix for the "sound loop" deadlock when running High/Ultra graphics settings
-Added a warning for using Legacy AMD drivers that were out of date
-Fixed a player feedback timing issue where blood was appearing before other damage indicators, and before damage was actually done
-Fixed a bug where players rank icons on the scoreboard would not be updated
-Fix for Asian users unable to start Battlefield 4 on Windows 8.1
-Normalized repair rates across all vehicles.
-Fixed problem with killer health in kill card not being correctly updated (showing 100% health even though the soldier was hurt)
-Fix for friendly marker not always showing when needed to, resulting in players shooting team members
-Fixed a bug where a Main Battle Tank Coaxial HMG ammo box was occasionally blocking the drivers camera
-Increased damage by 25% for the Stealth Jet 20mm cannons.
-Stealth Jets now have more similar handling attributes to each other. F35 & J-20 are slightly more agile, Su-50 is less agile.
-Attack Jets now have more similar handling attributes to each other, and all 3 are now slightly less agile than earlier
-Fixed camera glitch when switching weapons while moving in crouch
-Fixed an occasional bug where players could experience intermittent engine sound dropouts when driving wheeled IFVs
-Fix for player spawning under the map when deploying on Lancang Dam
-Fixed flickering in map and minimap on Rogue Transmission and Operation Locker
Dec 20 PC Game Update Notes
-Fix for terrain flickering when using SLI/CrossFire setup
-Fix for three of the top crash issues on the PC platform
-Fix for case when soldier can die with 1 HP instead of 0
-Fix for the issue where the revive UI could be permanently shown after accepting a revive
Dec 16 PC Game Update Notes
-Fix for a crash that would cause the game to stall, resulting in a sound loop. This should eliminate most of the problems relating to this.
-Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for roadkilling opponents.
-Fixed one of the issues related to the so-called Netcode (see below for details).
-Fix for an issue where 4x the damage from a vehicle's minigun would be applied to the chest when a player had the Defense specialization equipped.
-Fix for player tags not always showing when needed to, resulting in players shooting team members.
-Fix for graphical flickering appearing on terrain.
-Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
-Fix for a Defuse bug where none of the teams would win a round by letting the timer run out.
-Fix for players getting stuck in the revive screen after being killed.
-Fix for players getting stuck in the kill camera after being revived.
-Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
-Made NVidia 331.82 or later driver versions mandatory for all players.
-Disabled DirectX 11.1 on NVidia cards that have outdated drivers.
-Fixed driver version not being properly detected on NVidia Optimus systems.
-Fixed a minor crash that could occur when bringing up the scoreboard.
Netcode improvement
Weve addressed the so-called Kill trading. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server.
Dec 9 PC Game Update Notes
Shot behind cover when changing stance
Sometimes the character stance could get into a multiple frame desync and be part of the problem where you got shot even though your character was actually behind cover. This would mostly affect players doing transitions into crouch and prone as well as moving when crouched. The impact was smaller in a standing stance. This bug fix eliminates this particular desync issue.
We have also increased the camera height when crouching and moving to more accurately reflect the actual height of your soldier in that stance (the first person camera was too low when crouching and moving, resulting in that you had a poor representation of how much of your soldier that was actually out of cover.)
-Fixed one of the most frequently occurring client crashes
-Fixed broken collision on containers with open doors. The bug previously made grenades bounce back even though the doors were open.
-Fixed a bug in Defuse mode where defenders could win the round by killing all the attackers without disarming the bomb, if the bomb was disarmed in the previous round.
-Miscellaneous stability fixes further reducing the number of client crashes
-Fixed side gunner jitter when aiming in attack boats & transport helicopters
-Fixed some instances of frame rate drops when shooting at large Levolution objects after they have been destroyed (like the radar dish on Rogue Transmission)
-Fixed broken aiming for passengers on the China Rising dirt bike
-Fixed a bug where the sound when capturing a flag was not playing correctly
-Removed a bug that would double save during MP round transition and SP level transition. This fix will reduce the occurrence of corrupted save files.
Dec 3 PC Game Update Notes
-Removed the blur effect on soldiers that appeared when Commanders were using EMP attacks
-Fixed the audio bug where audio sometimes randomly dropped out while playing on certain multiplayer maps (typically Golmud Railway and Hainan Resort)
-Fixed the "one-hit kill bug" where occasionally damage from a single bullet was applied multiple times
-Fixed a common crash that would occur when exiting from the Single Player Campaign to Main Menu
-Tweaked the network and computer performance screen to show proper values. Players can now test their computer and network connection and get recommendations if they need to adjust something to improve their gameplay experience
November 14 PC Game Update Patch Notes
CRASHES & FREEZES
-Fixed a crash that would occur randomly during gameplay.
-Fixed a crash that would occur when an object is destroyed.
-Every time that a player exited a vehicle, there was a small chance that the server would crash. This has been fixed.
-Fixed an occasional crash during SP gameplay.
-Fixed a crash that would occur during level loading.
-Sometimes the game would attempt to load a model at the same time as it was being thrown out of memory. This has been fixed.
-Sometimes the game would crash after removing old bullet holes/scratch marks in the world. This has been fixed.
-Sometimes when a player or enemy was sitting in the jeep gunner entry and got killed, his body would rest on the vehicle in such a way that the physics simulation would require lots of CPU usage. This has been solved.
-Fixed a crash occurring on Flood Zone when playing Conquest Large.
-Fixed a common crash relating to surface shaders.
-Fixed a crash on Test Range that could occur when using sniper rifles.
-Fixed a common crash that occurred during map transition.
-Fixed a crash that occurred when bringing up Battlescreen in-game on the Test Range.
-Fixed a memory allocation bug that could lead to crashing.
-Fixed a single player crash that could sometimes occur when being killed by AI enemies.
-Fixed an issue where the game would get stuck in infinite loading if you got disconnected while trying to access online content.
-Fixed an issue in single player in the South China Sea mission where the game would crash when idle for more than 60 minutes.
-Fixed an issue where the game would get stuck in infinite loading if you used Win+L to lock your PC during loading.
NETWORK PERFORMANCE
Eliminated a network sync bug
If youve been experiencing situations in multiplayer where it appears that you are taking damage from enemies through walls, you might have been the victim of a network sync bug. In this game update, we have identified and eliminated one such bug that caused this type of gameplay experience. We are continuing to work on more multiplayer optimizations concerning network performance.
Improved Network Smoothing
We have made some improvements to the Network Smoothing functionality that you can find in the OPTIONS>GAMEPLAY menu. The Network Smoothing slider governs a group of settings that aim to produce a tighter multiplayer experience based on your specific packet loss situation.
Removed network lag
In certain specific situations, network lag would be introduced when interacting with objects in the game. This has been experienced by some players during melee combat, when climbing ladders, and when operating stationary weapons. The cause for these specific network lag situations has been solved.
GAMEPLAY BALANCING
-Removed the scout helicopter at the final base for the defenders in Rush mode on Siege of Shanghai
-Adjusted a Conquest flag position on Zavod 311 that was obstructing vehicles.
-At Hainan Resort in Rush mode, defenders were given too much armor at the first base. We have removed the defender IFV at the first base, added an attacker IFV at the first base, and increased the spawn delay on the defender IFV at the third base.
-Fixed so that there is 1 revive per round Defuse, as opposed to 1 per set.
-Removed all previously placed C4 and mines after a round of Defuse to eliminate the possibility to affect the next round.
GRAPHICS
-Fixed a minor graphical error on Operation Locker.
-Fixed an issue where the in-game Battlelog would get distorted when a Commander launched an EMP attack.
-Fixed a floating container on Golmud Railway near flag C in Domination.
-Fixed an issue with the minimap in Rush mode.
-Fixed an issue in Obliteration mode where the red light flash and beep sound was not played when the bomb carrier was moving.
-Fixed an issue in Defuse where the bomb model sometimes did not display on the bomb carrier.
-Fixed minor graphical alignment issues in the Spectator Mode camera layout.
-Fixed an issue in Spectator Mode where the spectator's view incorrectly would get distorted during an EMP deployment from a Commander.
MISCELLANEOUS
-Fixed a bug that occasionally killed all sounds on the server if you fired the QBU-88 with an attached silencer.
-Fixed the issue where pressing B would bring up the console.
-Fixed an issue where the EMP effect lasted for too long on soldiers.
-Fixed an issue with an area you couldn't traverse near one of the M-COM stations in Rush mode on Siege of Shanghai.
-Fixed an issue relating to player skill levels. -Fixed an issue in Obliteration mode where the bomb would temporarily be placed in the sky after the bomb carrier was killed when swimming or in a water-based vehicle.
-Fixed an occasional jitter in the kill camera.
-Fixed so that Russian special characters are displayed properly in the chat window.
-Fixed so that the System Performance Test option is working as expected.
-Fixed a bug where a rank-up message would loop in-game
-Moved a machine gun position on Lancang Dam that was placed on top of a building that can collapse.
-Added sound when navigating the scoreboard in the End of Round screen.
-Fixed a broken ladder in Siege of Shanghai.
-Adjusted vehicle spawn locations on Dawnbreaker in Conquest mode to alleviate traffic jam.
-Fixed a flickering-issue on Siege of Shanghai when using NVidia drivers 331.52.
-Fixed a bug on Golmud Railway where a destroyed house at flag A would block gunfire.
-Fixed a Ticket count issue in Rush mode.
-Commanders can no longer erroneously try to get match-made into a game of Domination.
-If the user restarts checkpoint during the End Scene , he will receive an old objective along with the credits.
-Fixed a destruction issue on Flood Zone.
-Fixed a Rhib boat issue in one of the single player missions.
-Fixed an issue where players would respawn after getting killed and have no main weapon available.
-Fixed so you won't see the emblem of a user that you have blocked.
-Fixed an issue where you couldn't smash through the railings with a quad bike on the Dawnbreaker map.
-Added clickable buttons to the in-game Battlelog.
-Fixed a bug in single player where the player is killed if he climbs after Irish too fast up the ladder in one of the missions.
-Various other minor issues.
PS3 & Xbox 360
PS3 & Xbox 360 Game Update Jul 8 Patch Notes
COMMANDER APP:
-Various bug fixes
GENERAL:
-Fix for an issue where players were able to duplicate Battle Pickups by repeatedly picking up a kit
-Fix for an issue where field upgrades would stop working after one round when players had reached the max field upgrade level
-Fix for a crash that could occur when a player left a round
-Added a 15 seconds warm-up timer for all Official gamesPC Only
-Fix for an issue that prevented players to issue squad order around capture points during the sandstorm on Gulf of Oman
-Fix for an issue where a squad leader would kick a member from the squad, but the slot wouldnt become available for others to join
-Option added for double tap forward to sprint (when on foot)
GRAPHICAL:
-Fix for an issue where the player would get a water splash effect on the screen after crashing an EOD/MAV/SUAV into the water
MODES:
-Added a competitive Obliteration game mode Note: Server admins has to set this up to get it running. Can only be used non-official servers.
SERVERS:
-Server Browser support added to Squad Join (Beta)
-Fix for an issue that could cause the game to freeze while in the My Rental Server menu
USER INTERFACE:
-Fix for an issue where the Squad Join (Beta)feature wouldn't display squad members presence correctly
-Fix for an issue where the kill card wasnt displayed in some cases in Hardcore modeNote: Fixed, but will be included in the next patch release.
-Added total team experience points to the end of round screen for the Capture the Flag game mode
-Added user interface options for tweaking the ADS aiming sensitivity
-Dog tags are rearranged in the kill cards so the right one is not obstructed
VEHICLES:
-Fix for an issue where the flag would occasionally float in mid-air when players got out of vehicles while carrying the flag
-Removed the boost button press to turn off boost for vehicles, boost should be turned off by releasing the accelerator, this makes it consistent with soldier sprint and helps using vehicle boost easier
-Adjusted the PWC physics so it drives/controls more nicely in all water levels
-Option added for double tap forward to boost (when driving a vehicle)
WEAPONS:
-Fix for an issue where a weapon would flail wildly after a player would die
-Removed the 2nd set of shell that are visible in the speed loader when reloading the M412 revolver
-Fix for the Hawk Shotgun missing pump action animation in 3rd person while crouching
-Fix for RPG-7 rocket remaining visible in the launcher after the last shot is fired while zoomed in
-Fixed the bipod animations for MTAR-21
-Foregrip in 3rd person now has hand in the correct position on M416/M417Note:This was a typo, M417 does not exist in BF4
-Fix for a broken animation when switching to AWS as main weapon
June 3 PS3 & Xbox 360 Game Update Notes
- Improved/reduced explosion induced camera shake
- Rent A Server bug fixes
- Character collision improvements
- Reduced object damage mismatch between client/server
- Fix for explosion pack not being able to be shot sometimes
- Improvements for client side packet loss
- Added controller option to swap functionality of the bumper and trigger buttons
- Physics optimization for Naval Strike Wave Breaker rocks
- Carrier: fix for invisible walls stopping bullets
- Fix for issue where clients with low bandwidth would not be able to enter squad menu
- Fix for an issue where jets being attacked by other jets would not receive damage at certain altitudes
Naval Strike Non-Premium Release Update
-Battlefield 4 Naval Strike will be available on April 15 for all non-Premium members. They wanted to give all Premium members their two-week early access regardless of what platform they play on
March 25 PS3 & Xbox 360 Game Update Notes
GENERAL FIXES
-General stability improvements
-Fix for a crash that could occur when players were customizing vehicles.
-Fix for an issue in the Rush game mode where end-of-round screen would always indicate that there were 60 minutes left of the game.
-Fix for an issue where the splash damage for IFV shells, Helicopter rockets, and Mortar rounds was unable to destroy deployed equipment.
-Fix for an issue that could cause the quad bike to explode when it hit indestructible objects.
-Fix for an issue that would cause sniper rifles to display too much bloom when aiming in snowy conditions, especially the outside areas of Operation Locker.
-Fix for an issue where the ECM would sometimes fail to jam incoming missiles.
-Shortened the take-off distances for jets to match the length of the runways in Second Assault maps.
-Fix for going above ceiling exploits in Operation Metro.
-Fix for a new MAV riding exploit.
-Fix for kill camera jittering/strobing sometimes if colliding with other world objects or terrain.
-Fix for soldiers getting catapulted when walking on steep surfaces
NETCODE
-Fix for an issue where the kill camera would display the incorrect killer.
-Fix for an issue where the kill card wont show up when playing on servers which have the kill camera turned off.
-Fixed an issue where other soldiers would appear to fire in the wrong direction when turning quickly.
-Fix for weapons firing twice, or not at all in some instances.
-Fix for an issue where explosions didnt do any damage to infantry and vehicles that were outside of the combat area.
-Fix for an issue where late-joining players wouldnt correctly experience Levolution events on Paracel Storm and Flood Zone.
-Fix for an issue that could cause packet loss.
PROGRESSION
-Added Gold Battlepacks as rewards for Class Service Stars, allowing players that have reached the max Rank to continue earning new Battlepacks.*
WEAPONS / GADGET TWEAKS
-Increased the damage of the normal buckshot against targets with Body Armor.
-Reduced the vertical recoil of the M4 and M16A4 to give these burst fire weapons a tighter burst accuracy in their mid- to long range role.
-Reduced the side-to-side and first shot recoil of the G36C. This weapon now has the lowest side-to-side recoil of the carbines, giving it a clear controllable low rate of fire role, especially when compared to the AK5C, Type-95B-1 and the AKU-12.
-Tweaked the detonation time of the 40mm LVG so it bounces less before going off. The maximum damage has however been reduced to 80 like the RGO.
-Reduced the number of how many 40mm HE and LVG rounds players can carry, from 4 to 3.
-Increased the time it takes to get new 40mm round from ammo boxes. The time is longer for HE and LVG grenades and shorter for utility grenades like SMK and FLASH.
GRENADE TWEAKS
-Increased the time it takes to get new RGO IMPACT, V40 MINI, M84 FLASHBANG and M18 SMOKE grenades from ammo boxes. Since the player now carries more of these grenades, the resupply delay needed to be longer to prevent grenade spamming.
VEHICLE TWEAKS
-Significantly improved the suppression from mounted vehicle weapons, including miniguns, HMGs, LMGs, and all shells types for all armored vehicles.
AIRCRAFT TWEAKS
-Further reduced the repair rate for the Scout Helicopters and the Transport Helicopters.
-Significantly increased the damage of Transport Helicopter miniguns.
-Changed the flight ceilings on Gulf of Oman, Caspian Border and Operation Firestorm to better match the height of the structures in those levels.
-Adjusted the damage of the 25mm and 30mm cannons for both Stealth Jets and Mobile AA to be equal in Damage Per Second to the 20mm default weapons. These weapons were clearly poorer choices in all circumstances, and their different rates of fire are intended to be the player's choice factor for these weapon systems.
-Increased the splash damage and the range at which the JDAM bombs can achieve max splash damage. The JDAM's power was not properly balanced with its difficulty to use. The JDAM remains a primarily anti-vehicle weapon, though this change will increase the effectiveness against all targets.
-Increased the accuracy and direct hit damage of the AC130 40mm cannons. 40mm cannons can now be used to fire pinpoint shots in 2-3 round bursts, enabling them to provide accurate fire on infantry and vehicle targets. Their velocity has also been marginally increased to aid their accuracy.
-Increased the splash damage and range of the AC130 25mm cannons. These cannons now do approximately 50% more damage, in a slightly increased area of impact. The increased damage as well as increased suppression effects will allow the 25mm cannon to fill its role as an area of effect weapon against infantry.
March 4 PS3 & Xbox 360 Game Update Notes
-Several crash fixes and stability improvements
-Fixed an issue with data re-sending that was causing rubberbanding on some servers
-Increased the maxium rank to 120
-Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early
-Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.
-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
-Tweaked timing for how long the killfeed stays on screen
-Fixed an issue where the message "Joining Server" sometimes didn't appear when the user tried to join the server
-Added default player slots to server browser filters
-Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
-Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising
-Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike
-Prevented players from interacting with an M-Com on Siege of Shanghai after it had been destroyed
-Fixed an issue where audio for disarming M-Coms could get stuck in an infinite loop
-Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort
-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
-Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority
-Fixed an issue where Defuse could get stuck in an unplayable state between rounds
-Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed
-Fixed an issue with revive icon not being greyed out in-game on map and minimap, when the player died after getting revived in Defuse
-General improvements and bug fixes for the Battledash and Mission create screens
-Fixed a bug where red laser dots would get stuck on textures
-Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value
-Fixed a bug where the enemy health always displayed as full in the kill-cam
-Fixed an issue in Defuse so killed bomb carrier cant plant a bomb in the next round without picking up a new bomb
-The MAV has been updated to prevent players from exploiting it
-Improved repair rates for vehicles with different base healths
-Tweaked volume balance and other ambience parameters on the majority of base game and China Rising maps
-Improved the track vehicles wheel friction so vehicles dont get stuck at relatively minor hills
-Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.
-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water
GRENADE TWEAKS
-Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
-Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
-Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
-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.
PISTOL TWEAKS
-Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
-Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
-Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
-Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
-Corrected a small error with the COMPACT 45 accuracy when crouched or prone.
WEAPON TWEAKS
-Increased the damage of all DMRs across all ranges. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. 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.
-Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
-Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
-Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
-The Heavy Barrels 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.
-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.
-THe SRS bolt action time has been tweaked and the rate of fire has been lowered
-The GOL bolt action time has been tweaked
-The muzzle velocity for the MP7 has been reduced
-The MTAR21 muzzle velocity has been reduced
-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
-Updated rate of fire for the RGP7 and NLAW
VEHICLE TWEAKS
-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
-Reduced the velocity of the MAAs default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
-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.
-Increased the direct damage done by the Attack Helicopters gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
-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.
-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
-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. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
-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.
February PS3(21) & Xbox360(18) Game Update Notes
-Fix for an issue where spawning into, or switching to, a gunner seat in an IFV/MBT sometimes could cause the game to crash
-Fix for missing sound in Team/Squad Deathmatch
-Fix for an issue in the Defuse game mode, where a bomb carrier would be permanently spotted
-Fix for an issue that would appear if a 10 users party would join a game with 8 available slots, leaving 2 of the players stuck on the loading screen
-Decreased the rate at which the kill card would incorrectly display 0 health, while the enemy was clearly alive
-Fix for an invisible wall that was incorrectly present in one of the fallen concrete pipes on Zavod 311
-Fix for an issue where bullet impact sounds werent properly matching the actual number of impacts, causing the players to feel that they died too quickly.
-Fix for an issue where the Draw message would not display on-screen once a Conquest round ended with both teams having the same amount of tickets
-Fix for an issue where long IDs wouldnt scroll on dog tags
-Fix for missing grass physics in terrain
-Fix for an issue where the player camera would be positioned inside of the soldier when parachute spawning
-Fix for a MAV exploit that let players reach various out-of-map locations
Janurary PS3(30) & Xbox360(31) Game Update Notes
DMR Balance Tweaks
-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.
Other items
-Significantly reduced the duration of the black screen when spawning in, and fixed the issue with players getting killed before being in-game
-Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing
-Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot
-Fixed an issue in Squad Deathmatch where the Win/Lose text was overlapping
-Fixed an issue with players using an exploit for the SOFLAM
-Fixed an issue with players using an exploit for the MAV
-Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu
-Fixed an issue where chat would break when entering "false" or "true" in the chat window
-Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry
-Fixed the misaligned crosshairs on the T90 MBT
-Added setting to tweak joystick dead zone
-Various minor crash fixes
January PS3(14) & Xbox360(16) Game Update Notes
-Various fixes for improving general stability
-Fixed a player feedback timing issue where blood was appearing before other damage indicators, and before damage was actually done
-Fix for bug where it looked like soldier was dying with 1 health instead of 0
-Fixed a bug where players rank icons on the scoreboard would not be updated
-Normalized repair rates across all vehicles. Vehicles with lower health points, like aircraft and transport vehicles, now repair more slowly than before
-Fixed problem with killer health in kill card not being correctly updated (showing 100% health even though he was just hurt)
-Fix for friendly marker not always showing when needed to, resulting in players shooting team members
-Fixed a bug where the M1 Abrams Coaxial HMG ammo box was occasionally blocking the drivers camera
-Increased damage by 25% for the Stealth Jet 20mm cannons
-Stealth Jets now have more similar handling attributes to eachother. F35 & J-20 are slightly more agile, Su-50 is less agile
-Attack Jets now have more similar handling attributes to each other, and all 3 are now slightly less agile than earlier
-Fixed camera glitch when switching weapons while moving in crouch
-Fixed an occasional bug where players could experience intermittent engine sound dropouts when driving wheeled IFVs
-China Rising: Fixed animation glitch for motorbike passengers ocuring when aiming
-Fix for first and third person soldier animations being out of sync while doing transition changes. This could potentially make the player get hit while in cover behind a wall or other obstacle
December 17 PS3 & Xbox360 Game Update
-General stability improvements.
-Fixed one of the most frequently occurring crashes that could happen during round transition.
-Reduced the probability of the Kill trade issue (see below for details).
-Fixed a crash that could occur when bringing up the scoreboard.
-Fix for player tags not always showing quickly enough. This could often lead to confusion or team kills on Hardcore servers.
-Populated servers are now by default placed on the top in the Server Browser, where previously empty servers would be shown.
-Servers that friends are playing on have a higher priority in the server list.
-Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
-Fix for players getting stuck in the revive screen after being killed.
-Fix for players getting stuck in the kill camera after being revived. Note that you might see a graphical bug on-screen after being revived when accepting a revive within 1 second. This graphical bug will be removed in the next patch.
-Fix for the death camera/screen being displayed too early.
-Fix for a Defuse bug where none of the teams would win a round by letting the timer runs out.
-Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for road killing opponents.
-Fix for an issue where 4x the damage from a vehicle's miniguns would be applied to the chest when a player had the Defense specialization equipped.
-Balanced vehicle miniguns to do more damage versus infantry.
-Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
-Fixed a bug in Defuse mode where defenders could win a round by killing all the attackers without disarming the bomb. If the attackers arm the bomb, the defenders need to disarm it to win, even if they have killed all the attackers.
-Fixed an issue where players could get stuck in infinite loading when connecting to a server.
-Fix for side gunners in attack boats and transport helicopters experiencing jitter when aiming.
-Fixed the issue with Levolution events sometimes not being triggered properly when playing the Rush, Defuse, Obliteration and Team/Squad Deathmatch game modes.
-Removed the SCAR-H and Ace 52 damage tweaks that were included in a previous patch.
Kill trading issue
Weve addressed the so-called Kill trading. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server. This should reduce the probability of kill trading.
December 5 PS3 & Xbox360 Game Update Notes
This patch is mainly focused at increasing game stability and contains a number of crash fixes. Accumulated, these fixes should help increase stability overall in the game.
-Reduced the risk of a crash when transitioning from one multiplayer round to another
-Fixed a crash that could occur when creating decals (bullet hit effects, etc.)
-Fixed a crash that could occur when leaving vehicles
-Fixed a crash that could occur when moving outside of the intended play area
-Fixed a crash that could occur when firing the MBT and IFV gunner incendiary weapon
-Fixed a crash that could occur when opening the Options menu
-Fixed a problem with weapon accessories using up too much memory, which in turn could lead to crashing
Field Upgrades Reactivated
We have now fixed the Field Upgrades "Indirect Fire" and "Perimeter Defense" that were crashing the game. These Field Upgrades were previously deactivated as a workaround to this very frequent crash. With this fix in place we are now reactivating the Field Upgrades in question.
One-hit Kill Bug Fixed
Fixed the "one-hit kill" bug where damage from a single bullet sometimes was applied multiple times. This could lead to firefights where normal rifles sometimes dealt one-shot kills, which is not as designed.
One-hit Kill Bug Explained
We are seeing reports from people that this is still present, with descriptions such as I came around the edge of a building and died instantly. It is important to understand that this is not the One-hit Kill Bug, that is another issue that we are working on addressing. For this, it is important to understand how some of the interpretations made by the game happen so that you can understand the difference.
We saw an issue where a bullet travelling towards an opponent would cause damage in one frame, and then again in the next frame. Therefore bullets would cause 2x damage if they hit the target between these two frames. This issue has been addressed.
The issue of dying before you saw who shot you is a different beast. We use a term called Interpolation in reference to where you are in the game world. There are instances where the death camera is initiated before the correct internet packets have arrived to be interpolated by your camera. This gives the impression that you were killed by "one shot" as someone came around the corner of a building. We have identified this issue and will address it in this patch and continue to tweak it in upcoming updates (see "Improved Hit Sync" below.)
Improved Hit Sync
We previously removed interpolation of damage events (like you taking damage from someone shooting at you) to make them feel more responsive, but that made the damage sync suboptimal. We are committed to tweaking the sync so that it will stay more true to what you are actually seeing. The first step towards this is taken in this patch, so you should see some improvement on this now. We will continue to work on improving hit sync in the game. This change is already live on PS3, PC, and PS4, and will go live on Xbox One and X360 in upcoming patches.
Miscellaneous Fixes
-Fix for stuck in infinite loading screen
-Fix for flares exploit where you could deploy flares faster by leaving and re-entering a vehicle
-Moved an infantry spawn point on Rogue Transmission at first base that was previously positioned outside of combat area
-Adjusted AT weapon at first base on Rogue Transmission from second floor barrack to outside on ground. Previously, players had to destroy a wall in order to reach the weapon
-Performance fix when firing upon large destruction objects (mostly after Levolution events)
-Minor performance optimizations
-Fix for destroyed object parts still being visible in the game world
-Smoother movement of networked objects (like vehicle turrets)
-Fix for audio randomly dropping out when driving a US tank
-SP/South China Sea: Added collision for place where player could get stuck
PS4 & Xbox One
July PS4(8) & Xbox One(9) Game Update Patch Notes
COMMANDER APP:
-Various bug fixes
GENERAL:
-Fix for an issue where players were able to duplicate Battle Pickups by repeatedly picking up a kit
-Fix for an issue where field upgrades would stop working after one round when players had reached the max field upgrade level
-Fix for a crash that could occur when a player left a round
-Added a 15 seconds warm-up timer for all Official gamesPC Only
-Fix for an issue that prevented players to issue squad order around capture points during the sandstorm on Gulf of Oman
-Fix for an issue where a squad leader would kick a member from the squad, but the slot wouldnt become available for others to join
-Option added for double tap forward to sprint (when on foot)
GRAPHICAL:
-Fix for an issue where the player would get a water splash effect on the screen after crashing an EOD/MAV/SUAV into the water
MODES:
-Added Conquest Small
-Added a competitive Obliteration game mode Note: Server admins has to set this up to get it running. Can only be used non-official servers.
SERVERS:
-Server Browser support added to Squad Join (Beta)
-Fix for an issue where server administrators couldnt ban players that had clan tags
-Fix for an issue that could cause the game to freeze while in the My Rental Server menu
USER INTERFACE:
-Fix for an issue where the Squad Join (Beta)feature wouldnt display squad members presence correctly
-Fix for an issue where the kill card wasnt displayed in some cases in Hardcore modeNote: Fixed, but will be included in the next patch release.
-Added total team experience points to the end of round screen for the Capture the Flag game mode
-Added user interface options for tweaking the ADS aiming sensitivity
-Dog tags are rearranged in the kill cards so the right one is not obstructed
VEHICLES:
-Fix for an issue where the flag would occasionally float in mid-air when players got out of vehicles while carrying the flag
-Removed the boost button press to turn off boost for vehicles, boost should be turned off by releasing the accelerator, this makes it consistent with soldier sprint and helps using vehicle boost easier
-Adjusted the PWC physics so it drives/controls more nicely in all water levels
-Option added for double tap forward to boost (when driving a vehicle)
WEAPONS:
-Fix for an issue where a weapon would flail wildly after a player would die
-Removed the 2nd set of shell that are visible in the speed loader when reloading the M412 revolver
-Fix for the Hawk Shotgun missing pump action animation in 3rd person while crouching
-Fix for RPG-7 rocket remaining visible in the launcher after the last shot is fired while zoomed in
-Fixed the bipod animations for MTAR-21
-Foregrip in 3rd person now has hand in the correct position on M416/M417Note:This was a typo, M417 does not exist in BF4
-Fix for a broken animation when switching to AWS as main weapon
June 04 PS4 & Xbox One Game Update Notes
- Improved/reduced explosion induced camera shake
- Rental server bug fixes
- Character collision improvements
- Fix to reduce object damage mismatch between client/server.
- Fix explosion packs not being able to be shot sometimes
- Improvements for client side packet loss
- Added controller option to swap functionality of the bumper and trigger buttons
- Physics optimization for Naval Strike Wave Breaker rocks
- Carrier - Invisible walls stopping bullets fix
- High Frequency Network update
- Added High frequency bubble updating player movement, stance, rotation, damage and projectiles at a separate rate on foot and in vehicles
-Added option to control client side update rate setting
- Fix for an issue where jets being attacked by other jets would not receive damage at certain altitudes
March PS4(25) Xbox One(27) Game Update Notes
GENERAL FIXES
-General stability improvements
-Fix for a crash that could occur when players were customizing vehicles.
-Fix for an issue in the Rush game mode where end-of-round screen would always indicate that there were 60 minutes left of the game.
-Fix for an issue where the splash damage for IFV shells, Helicopter rockets, and Mortar rounds was unable to destroy deployed equipment.
-Fix for an issue that could cause the quad bike to explode when it hit indestructible objects.
-Fix for an issue that would cause sniper rifles to display too much bloom when aiming in snowy conditions, especially the outside areas of Operation Locker.
-Fix for an issue where the ECM would sometimes fail to jam incoming missiles.
-Shortened the take-off distances for jets to match the length of the runways in Second Assault maps.
-Fix for going above ceiling exploits in Operation Metro.
-Fix for a new MAV riding exploit.
-Fix for kill camera jittering/strobing sometimes if colliding with other world objects or terrain.
-Fix for soldiers getting catapulted when walking on steep surfaces
NETCODE
-Fix for an issue where the kill camera would display the incorrect killer.
-Fix for an issue where the kill card wont show up when playing on servers which have the kill camera turned off.
-Fixed an issue where other soldiers would appear to fire in the wrong direction when turning quickly.
-Fix for weapons firing twice, or not at all in some instances.
-Fix for an issue where explosions didnt do any damage to infantry and vehicles that were outside of the combat area.
-Fix for an issue where late-joining players wouldnt correctly experience Levolution events on Paracel Storm and Flood Zone.
-Fix for an issue that could cause packet loss.
PROGRESSION
-Added Gold Battlepacks as rewards for Class Service Stars, allowing players that have reached the max Rank to continue earning new Battlepacks.*
WEAPONS / GADGET TWEAKS
-Increased the damage of the normal buckshot against targets with Body Armor.
-Reduced the vertical recoil of the M4 and M16A4 to give these burst fire weapons a tighter burst accuracy in their mid- to long range role.
-Reduced the side-to-side and first shot recoil of the G36C. This weapon now has the lowest side-to-side recoil of the carbines, giving it a clear controllable low rate of fire role, especially when compared to the AK5C, Type-95B-1 and the AKU-12.
-Tweaked the detonation time of the 40mm LVG so it bounces less before going off. The maximum damage has however been reduced to 80 like the RGO.
-Reduced the number of how many 40mm HE and LVG rounds players can carry, from 4 to 3.
-Increased the time it takes to get new 40mm round from ammo boxes. The time is longer for HE and LVG grenades and shorter for utility grenades like SMK and FLASH.
GRENADE TWEAKS
-Increased the time it takes to get new RGO IMPACT, V40 MINI, M84 FLASHBANG and M18 SMOKE grenades from ammo boxes. Since the player now carries more of these grenades, the resupply delay needed to be longer to prevent grenade spamming.
VEHICLE TWEAKS
-Significantly improved the suppression from mounted vehicle weapons, including miniguns, HMGs, LMGs, and all shells types for all armored vehicles.
AIRCRAFT TWEAKS
-Further reduced the repair rate for the Scout Helicopters and the Transport Helicopters.
-Significantly increased the damage of Transport Helicopter miniguns.
-Changed the flight ceilings on Gulf of Oman, Caspian Border and Operation Firestorm to better match the height of the structures in those levels.
-Adjusted the damage of the 25mm and 30mm cannons for both Stealth Jets and Mobile AA to be equal in Damage Per Second to the 20mm default weapons. These weapons were clearly poorer choices in all circumstances, and their different rates of fire are intended to be the player's choice factor for these weapon systems.
-Increased the splash damage and the range at which the JDAM bombs can achieve max splash damage. The JDAM's power was not properly balanced with its difficulty to use. The JDAM remains a primarily anti-vehicle weapon, though this change will increase the effectiveness against all targets.
-Increased the accuracy and direct hit damage of the AC130 40mm cannons. 40mm cannons can now be used to fire pinpoint shots in 2-3 round bursts, enabling them to provide accurate fire on infantry and vehicle targets. Their velocity has also been marginally increased to aid their accuracy.
-Increased the splash damage and range of the AC130 25mm cannons. These cannons now do approximately 50% more damage, in a slightly increased area of impact. The increased damage as well as increased suppression effects will allow the 25mm cannon to fill its role as an area of effect weapon against infantry.
March PS4(4) & Xbox One(10) Game Update Notes
-Several crash fixes and stability improvements
-Fixed an issue with data re-sending that was causing rubberbanding on some servers
-Increased the maxium rank to 120
-Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early
-Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.
-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
-Tweaked timing for how long the killfeed stays on screen
-Fixed an issue where the message "Joining Server" sometimes didn't appear when the user tried to join the server
-Added default player slots to server browser filters
-Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
-Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising
-Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike
-Prevented players from interacting with an M-Com on Siege of Shanghai after it had been destroyed
-Fixed an issue where audio for disarming M-Coms could get stuck in an infinite loop
-Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort
-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
-Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority
-Fixed an issue where Defuse could get stuck in an unplayable state between rounds
-Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed
-Fixed an issue with revive icon not being greyed out in-game on map and minimap, when the player died after getting revived in Defuse
-General improvements and bug fixes for the Battledash and Mission create screens
-Fixed a bug where red laser dots would get stuck on textures
-Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value
-Fixed a bug where the enemy health always displayed as full in the kill-cam
-Fixed an issue in Defuse so killed bomb carrier cant plant a bomb in the next round without picking up a new bomb
-The MAV has been updated to prevent players from exploiting it
-Improved repair rates for vehicles with different base healths
-Tweaked volume balance and other ambience parameters on the majority of base game and China Rising maps
-Improved the track vehicles wheel friction so vehicles dont get stuck at relatively minor hills
-Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.
-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water
SPECTATOR MODE
-Added a chat feature, allowing spectators to take part of the chat of the match theyre spectating
-Fix for the EMP/Proxy Attack effects being visible in Spectator Mode
-Removed the black screen that was visible when switching between cameras and players in Spectator Mode
-Removed squad colors in Spectator Mode, now only the red and blue team colors are visible
-Decreased the user interface clutter in Spectator Mode by removing health pack, ammo pack and revive icons
-Tweaked the 1st person view in Spectator Mode so that spectators now see exactly what players see and nothing else
-Added a functionality in Spectator Mode so that, when going into Freecam from 1st or 3rd person mode, the first static freecam will be moved to behind the previously spectated player
-Added the possibility in Spectator Mode to fire at a player from Freecam to go into 1st person view of that player
-Spectators can now see which player on the scoreboard that carries the bomb in the Obliteration and Defuse game modes
GRENADE TWEAKS
-Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
-Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
-Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
-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.
PISTOL TWEAKS
-Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
-Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
-Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
-Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
-Corrected a small error with the COMPACT 45 accuracy when crouched or prone.
WEAPON TWEAKS
-Increased the damage of all DMRs across all ranges. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. 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.
-Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
-Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
-Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
-The Heavy Barrels 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.
-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.
-The SRS bolt action time has been tweaked and the rate of fire has been lowered
-The GOL bolt action time has been tweaked
-The muzzle velocity for the MP7 has been reduced
-The MTAR21 muzzle velocity has been reduced
-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
-Updated rate of fire for the RGP7 and NLAW
VEHICLE TWEAKS
-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
-Reduced the velocity of the MAAs default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
-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.
-Increased the direct damage done by the Attack Helicopters gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
-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.
-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
-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. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
-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.
February PS4(21) & Xbox One(25) Game Update
-Fix for an issue where spawning into, or switching to, a gunner seat in an IFV/MBT sometimes could cause the game to crash
-Fix for a crash that could occur when signing out as an active user
-Fix for missing sound in Team/Squad Deathmatch
-Fix for an issue in the Defuse game mode, where a bomb carrier would be permanently spotted
-Decreased the rate at which the kill card would incorrectly display 0 health, while the enemy was clearly alive
-Fix for an invisible wall that was incorrectly present in one of the fallen concrete pipes on Zavod 311
-Fix for an issue where bullet impact sounds werent properly matching the actual number of impacts, causing the players to feel that they died too quickly.
-Fix for an issue where the Draw message would not display on-screen once a Conquest round ended with both teams having the same amount of tickets
-Fix for an issue where long IDs wouldnt scroll on dog tags
-Fix for missing grass physics in terrain
-Fix for an issue that would appear if a 10 users party would join a game with 8 available slots, leaving 2 of the players stuck on the loading screen
-Fix for an issue where the player camera would be positioned inside of the soldier when parachute spawning
-Fix for a MAV exploit that let players reach various out-of-map locations
January 30 PS4 & Xbox One Game Update Notes
DMR Balance Tweaks
-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.
Other items
-Significantly reduced the duration of the black screen when spawning in, and fixed the issue with players getting killed before being in-game
-Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing
-Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot
-Fixed an issue in Squad Deathmatch where the Win/Lose text was overlapping
-Fixed an issue with players using an exploit for the SOFLAM
-Fixed an issue with players using an exploit for the MAV
-Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu
-Fixed an issue where chat would break when entering "false" or "true" in the chat window
-Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry
-Fixed the misaligned crosshairs on the T90 MBT
-Added setting to tweak joystick dead zone
-Various minor crash fixes
January PS4(14) & Xbox One(15) Game Update Notes
-Various fixes for improving general stability
-Fixed various random deadlocks (the so called sound loop crash)
-Fixed flickering in map and minimap on Rogue Transmission and Operation Locker
-Fixed issue with player spawning under the map in Lancang Dam
-Fixed broken collision on containers with open doors. The bug previously made grenades bounce back even though the doors were open
-Fixed an occasional bug where players could experience intermittent engine sound dropouts when driving wheeled IFVs
-Fixed camera glitch when switching weapons while moving in crouch
-China Rising: Fixed animation glitch for motorbike passengers ocuring when aiming
-Increased damage by 25% for the Stealth Jet 20mm cannons
-Normalized repair rates across all vehicles. Vehicles with lower health points, like aircraft and transport vehicles, now repair more slowly than before
-Fixed a bug where the M1 Abrams Coaxial HMG ammo box was occasionally blocking the drivers camera
-Fix for friendly marker not always showing when needed to, resulting in players shooting team members
-Fixed problem with killer health in kill card not being correctly updated (showing 100% health even though the soldier was hurt)
-Fixed a bug where players rank icons in the scoreboard would not be updated
-Fixed issue with soldier health showing 1 HP in killcard instead of 0 HP
-Fixed a player feedback timing issue where blood was appearing before other damage indicators, and before damage was actually done
-Reduced the risk of single player campaign save file becoming corrupt
December PS4(17) & Xbox One(19) Game Update Notes
-Reduced the probability of the Kill trade issue (see below for details).
-Fixed a common crash that could occur during round transition.
-Fixed a crash that could happen for players that had lots of friends.
-Fixed a problem where the end of round screen was adding up scores several times in the rank bar, resulting in the rank bar showing a higher value or rank than players really had.
-Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
-Fix for a graphical glitch that could appear on terrain.
-Fixed an engine audio dropout that could happen when driving IFVs.
-Fix for a camera glitch that could occur when players were switching weapons while moving in crouched stance.
-Fixed an animation bug for passengers on the China Rising dirt bike to make sure that the character is pointing in the direction where the player is actually aiming.
-Fix for an issue where 4x the damage from a vehicle's minigun would be applied to the chest when a player had the Defense specialization equipped.
-Tweaked the War Tape audio setting to remove distortion.
-Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for roadkilling opponents.
-Servers with users playing on them are now by default placed on the top in the Server Browser.
-Servers that friends are playing on have a higher priority in the server list.
-Server Browser is no longer showing empty or full servers by default.
-Servers that are completely empty will be shown only when the Empty option is checked in the Server Browser filter.
-Server Browser filter will count a server as full if all Soldier slots are occupied, unless the Free Commander slot is checked.
-Balancing jet handling across all stealth and attack jet classes.
-Fixed a bug in Defuse mode where defenders could win a round by killing all the attackers without disarming the bomb. If the attackers arm the bomb, the defenders need to disarm it to win, even if they have killed all the attackers.
-Fix for players getting stuck in the revive screen.
-Fix for players getting stuck in the kill camera after being revived. Note that you might see a graphical bug on-screen after being revived when accepting a revive within 1 second. This graphical bug will be removed in the next patch.
-Fix for a Defuse bug where none of the teams would win a round by letting the timer run out.
-Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
-Fix for the death camera/screen being displayed too early.
-Raised the first-person camera slightly for walking in crouch to more accurately reflect the actual position of the character.
-Lowered IED explosion sound to not bottom out the HDR.
-General stability improvements.
Kill trading issue
Weve addressed the so-called Kill trading. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the time frame when players with high latency could get a kill, even though they should be dead according to the server. This should reduce the probability of kill trading.
December 13 Xbox One Game Update Notes
-Fixed three common crashes that could occur during map transitions
-Fixed a common crash that could occur when using the in-game Battlelog in the "end of round" screen
-Fixed two crashes related to destroying vehicles
-Fixed a crash that could occur when the player lost connection to a server
-Fixed a crash that could occur when using the scoreboard
-Fixed a crash that could occur when players were using the voice chat
-Optimized performance when shooting destroyed Levolution objects on some levels
-Removed the blur effect on soldiers that appeared when Commanders were using EMP attacks
-Fixed the "one-hit kill" bug where damage from a single bullet sometimes was applied multiple times. This could lead to firefights where normal rifles sometimes dealt one-shot kills, which is not as designed
-Fixed a memory leak that could lead to crashes at certain points
-Further reduced the probability of getting a corrupt save file in the single player campaign
-Fixed the audio drop outs that could occur when playing on large maps. Typical map affected was Golmud Railway in Conquest with 64 players. Ambient sound would sometimes cut out, like foley sounds from player running, vehicle engine sounds, vehicle movement sounds, and map ambient sounds
-Fixed an issue with going online after resuming your Xbox One from suspended mode
-Fixed some issues with the handling of Xbox One parties
-Made the icons used to signal voice chat status more reliable
December 11 PS4 Game Update Notes
-General stability fixes that should remove a large amount of the client crashes we are currently seeing on the PS4
-Fixed the audio drop outs that could occur when playing on large maps. Typical map affected was Golmud Railway in Conquest with 64 players. Ambient sound would sometimes cut out, like foley sounds from player running, vehicle engine sounds, vehicle movement sounds, and map ambient sounds
-Removed the blur effect on soldiers that appeared when Commanders were using EMP attacks
-Further reduced the probability of getting a corrupt save file by doing miscellaneous changes to the save file system. These include removing the save file saving again when quitting multiplayer
-Fixed multiple crashes that could occur when bringing up the in-game Battlelog during round transition
-Fixed a crash that could occur when using the BattleScreen
-Fixed a random crash related to destroying vehicles
-Fixed minor destruction issues in the terrain
December 5 PS4 Game Update Notes
-Fixed the "one-hit kill" bug where damage from a single bullet sometimes was applied multiple times. This could lead to firefights where normal rifles sometimes dealt one-shot kills, which is not as designed.
-Fixed a crash that could occur when having a very large amounts of Friends
-Enabled audio in PS4 video captures
One-hit Kill Bug Explained
We are seeing reports from people that this is still present, with descriptions such as "I came around the edge of a building and died instantly". It is important to understand that this is not the One-hit Kill Bug, that is another issue that we are working on addressing. For this, it is important to understand how some of the interpretations made by the game happen so that you can understand the difference.
We saw an issue where a bullet travelling towards an opponent would cause damage in one frame, and then again in the next frame. Therefore bullets would cause 2x damage if they hit the target between these two frames. This issue has been addressed.
The issue of dying before you saw who shot you is a different beast. We use a term called Interpolation in reference to where you are in the game world. There are instances where the death camera is initiated before the correct internet packets have arrived to be interpolated by your camera. This gives the impression that you were killed by "one shot" as someone came around the corner of a building. We have identified this issue and will address it in upcoming updates.
November 26 PS4 Game Update
UPDATE INCLUDES:
-Fixed common crashes that could occur when changing weapons or maps
-Reduced the probability of a corrupted save file in the single player campaign
-Fixed a crash occurring when resuming the single player campaign
-Fixed a bug where accessing PlayStation Plus subscription resulted in a connection error
-Improved performance when shooting at destroyed Levolution objects
Thanks
PC
PC Game Update Jul 8 Patch Notes
COMMANDER APP:
-Various bug fixes
GENERAL:
-Fix for an issue where players were able to duplicate Battle Pickups by repeatedly picking up a kit
-Fix for an issue where field upgrades would stop working after one round when players had reached the max field upgrade level
-Fix for a crash that could occur when a player left a round
-Added a 15 seconds warm-up timer for all Official games Additional note, we added the warm-up for PC due to different client spec loading the map fairly, to create a more balanced start of the game.
-Created a user interface for tweaking the joystick dead zone on PC because the lack of it was preventing some players to use their joysticksNote: This fix was included by mistake, already released months ago.
-Fix for an issue that prevented players to issue squad order around capture points during the sandstorm on Gulf of Oman
-Option added for double tap forward to sprint (when on foot)
GRAPHICAL:
-Fix for an issue where the player would get a water splash effect on the screen after crashing an EOD/MAV/SUAV into the water
-Fix for an issue where Mantle users would receive a low frame rate when running the default Mantle multi-GPU settings
MODES:
-Added a competitive Obliteration game mode Note: Server admins has to set this up to get it running. Can only be used non-official servers.
SERVERS:
-Fix for an issue where server administrators couldnt ban players that had clan tags
USER INTERFACE:
-Added total team experience points to the end of round screen for the Capture the Flag game mode
-Added user interface options for tweaking the ADS aiming sensitivity
-Fix for an issue where the kill card wasnt displayed in some cases in Hardcore modeNote: Fixed, but will be included in the next patch release.
-Dog tags are rearranged in the kill cards so the right one is not obstructed
VEHICLES:
-Fix for an issue where the flag would occasionally float in mid-air when players got out of vehicles while carrying the flag
-Removed the boost button press to turn off boost for vehicles, boost should be turned off by releasing the accelerator, this makes it consistent with soldier sprint and helps using vehicle boost easier (for joystick)
-Adjusted the PWC physics so it drives/controls more nicely in all water levels
-Option added for double tap forward to boost (when driving a vehicle)
WEAPONS:
-Fix for an issue where a weapon would flail wildly after a player would die
-Removed the 2nd set of shell that are visible in the speed loader when reloading the M412 revolver
-Fix for the Hawk Shotgun missing pump action animation in 3rd person while crouching
-Fix for RPG-7 rocket remaining visible in the launcher after the last shot is fired while zoomed in
-Fixed the bipod animations for MTAR-21
-Foregrip in 3rd person now has hand in the correct position on M416/M417Note:This was a typo, M417 does not exist in BF4
-Fix for a broken animation when switching to AWS as main weapon
PC Game Update June 3
- Improved/reduced explosion induced camera shake
- Character collision improvements
- Fix to reduce object damage mismatch between client/server.
- Fix explosion packs not being able to be shot sometimes
- Improvements for client side packet loss
- Client crash fixes
- AMD Mantle multi-GPU improvements
- Carrier Assault game mode reports bug fix
- High Frequency Network update
-Added High frequency bubble updating player movement, stance, rotation, damage and projectiles at a separate rate on foot and in vehicles
-Added option to control client side update rate setting
- Fix for an issue where jets being attacked by other jets would not receive damage at certain altitudes
Naval Strike Non-Premium Release Update
-Battlefield 4 Naval Strike will be available on April 15 for all non-Premium members. They wanted to give all Premium members their two-week early access regardless of what platform they play on
March 31 PC Game Update Notes
GENERAL FIXES
-General stability improvements
-Fix for a crash that could occur when players were customizing vehicles.
-Fix for an issue in the Rush game mode where end-of-round screen would always indicate that there were 60 minutes left of the game.
-Fix for an issue where the splash damage for IFV shells, Helicopter rockets, and Mortar rounds was unable to destroy deployed equipment.
-Fix for an issue that could cause the quad bike to explode when it hit indestructible objects.
-Fix for an issue that would cause sniper rifles to display too much bloom when aiming in snowy conditions, especially the outside areas of Operation Locker.
-Fix for an issue where the ECM would sometimes fail to jam incoming missiles.
-Shortened the take-off distances for jets to match the length of the runways in Second Assault maps.
-Fix for going above ceiling exploits in Operation Metro.
-Fix for a new MAV riding exploit.
-Fix for kill camera jittering/strobing sometimes if colliding with other world objects or terrain.
-Fix for soldiers getting catapulted when walking on steep surfaces
NETCODE
-Fix for an issue where the kill camera would display the incorrect killer.
-Fix for an issue where the kill card wont show up when playing on servers which have the kill camera turned off.
-Fixed an issue where other soldiers would appear to fire in the wrong direction when turning quickly.
-Fix for weapons firing twice, or not at all in some instances.
-Fix for an issue where explosions didnt do any damage to infantry and vehicles that were outside of the combat area.
-Fix for an issue where late-joining players wouldnt correctly experience Levolution events on Paracel Storm and Flood Zone.
-Fix for an issue that could cause packet loss.
PROGRESSION
-Added Gold Battlepacks as rewards for Class Service Stars, allowing players that have reached the max Rank to continue earning new Battlepacks.*
WEAPONS / GADGET TWEAKS
-Increased the damage of the normal buckshot against targets with Body Armor.
-Reduced the vertical recoil of the M4 and M16A4 to give these burst fire weapons a tighter burst accuracy in their mid- to long range role.
-Reduced the side-to-side and first shot recoil of the G36C. This weapon now has the lowest side-to-side recoil of the carbines, giving it a clear controllable low rate of fire role, especially when compared to the AK5C, Type-95B-1 and the AKU-12.
-Tweaked the detonation time of the 40mm LVG so it bounces less before going off. The maximum damage has however been reduced to 80 like the RGO.
-Reduced the number of how many 40mm HE and LVG rounds players can carry, from 4 to 3.
-Increased the time it takes to get new 40mm round from ammo boxes. The time is longer for HE and LVG grenades and shorter for utility grenades like SMK and FLASH.
GRENADE TWEAKS
-Increased the time it takes to get new RGO IMPACT, V40 MINI, M84 FLASHBANG and M18 SMOKE grenades from ammo boxes. Since the player now carries more of these grenades, the resupply delay needed to be longer to prevent grenade spamming.
VEHICLE TWEAKS
-Significantly improved the suppression from mounted vehicle weapons, including miniguns, HMGs, LMGs, and all shells types for all armored vehicles.
AIRCRAFT TWEAKS
-Further reduced the repair rate for the Scout Helicopters and the Transport Helicopters.
-Significantly increased the damage of Transport Helicopter miniguns.
-Changed the flight ceilings on Gulf of Oman, Caspian Border and Operation Firestorm to better match the height of the structures in those levels.
-Adjusted the damage of the 25mm and 30mm cannons for both Stealth Jets and Mobile AA to be equal in Damage Per Second to the 20mm default weapons. These weapons were clearly poorer choices in all circumstances, and their different rates of fire are intended to be the player's choice factor for these weapon systems.
-Increased the splash damage and the range at which the JDAM bombs can achieve max splash damage. The JDAM's power was not properly balanced with its difficulty to use. The JDAM remains a primarily anti-vehicle weapon, though this change will increase the effectiveness against all targets.
-Increased the accuracy and direct hit damage of the AC130 40mm cannons. 40mm cannons can now be used to fire pinpoint shots in 2-3 round bursts, enabling them to provide accurate fire on infantry and vehicle targets. Their velocity has also been marginally increased to aid their accuracy.
-Increased the splash damage and range of the AC130 25mm cannons. These cannons now do approximately 50% more damage, in a slightly increased area of impact. The increased damage as well as increased suppression effects will allow the 25mm cannon to fill its role as an area of effect weapon against infantry.
MANTLE
-Mantle now requires Catalyst 14.2 or later drivers.
-Fixed multiple crashes.
-Fixed memory leak when switching between windowed and full screen.
-Optimized memory management which can reduce amount of performance stalls when video memory is overcommitted.
-Improved performance when vsync is used.
-Fixed bug with offset mouse cursor when using full screen and horizontal windows taskbar.
-Multi-GPU: Added initial support for frame pacing for smoother frame rate in full screen mode, enabled by default. Can be disabled in console / User.cfg with RenderDevice.FramePacingMethod 0.
-Multi-GPU: Fixed black screen when starting on machine with multiple GPUs where the weakest GPU has the display attached to it.
-Multi-GPU: Fixed intermittent crash when switching between windowed and full screen mode when having multiple GPUs
DIRECTX
-Fixed bug with borderless window not covering entire screen when starting up
March 6 PC Game Update Notes
-Several crash fixes and stability improvements
-Fixed an issue with data re-sending that was causing rubber banding on some servers
-Increased the maximum rank to 120
-Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early
-Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.
-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
-Tweaked timing for how long the kill feed stays on screen
-Fixed an issue where the message "Joining Server" sometimes didn't appear when the user tried to join the server
-Added default player slots to server browser filters
-Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
-Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising
-Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike
-Prevented players from interacting with an M-COM on Siege of Shanghai after it had been destroyed
-Fixed an issue where audio for disarming M-COMs could get stuck in an infinite loop
-Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort
-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
-Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority
-Fixed an issue where Defuse could get stuck in an unplayable state between rounds
-Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed
-Fixed an issue with revive icon not being grayed out in-game on map and minimap, when the player died after getting revived in Defuse
-General improvements and bug fixes for the Battledash and Mission create screens
-Fixed a bug where red laser dots would get stuck on textures
-Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value
-Fixed a bug where the enemy health always displayed as full in the kill-cam
-Fixed an issue in Defuse so killed bomb carrier cant plant a bomb in the next round without picking up a new bomb
-The MAV has been updated to prevent players from exploiting it
-Improved repair rates for vehicles with different base healths
-Tweaked volume balance and other ambiance parameters on the majority of base game and China Rising maps
-Improved the track vehicles wheel friction so vehicles dont get stuck at relatively minor hills
-Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.
-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water
SPECTATOR MODE
-Added a chat feature, allowing spectators to take part of the chat of the match theyre spectating
-Fix for the EMP/Proxy Attack effects being visible in Spectator Mode
-Removed the black screen that was visible when switching between cameras and players in Spectator Mode
-Removed squad colors in Spectator Mode, now only the red and blue team colors are visible
-Decreased the user interface clutter in Spectator Mode by removing health pack, ammo pack and revive icons
-Tweaked the 1st person view in Spectator Mode so that spectators now see exactly what players see and nothing else
-Added a functionality in Spectator Mode so that, when going into Freecam from 1st or 3rd person mode, the first static freecam will be moved to behind the previously spectated player
-Added the possibility in Spectator Mode to fire at a player from Freecam to go into 1st person view of that player
-Spectators can now see which player on the scoreboard that carries the bomb in the Obliteration and Defuse game modes
GRENADE TWEAKS
-Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
-Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
-Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
-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.
PISTOL TWEAKS
-Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
-Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
-Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
-Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
-Corrected a small error with the COMPACT 45 accuracy when crouched or prone.
WEAPON TWEAKS
-Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
-Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
-Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
-The Heavy Barrels 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.
-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.
-The SRS bolt action time has been tweaked and the rate of fire has been lowered
-The GOL bolt action time has been tweaked
-The muzzle velocity for the MP7 has been reduced
-The MTAR21 muzzle velocity has been reduced
-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
-Updated rate of fire for the RGP7 and NLAW
VEHICLE TWEAKS
-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
-Reduced the velocity of the MAAs default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
-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.
-Increased the direct damage done by the Attack Helicopters gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
-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.
-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
-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. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
-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.
Feb 25 PC Game update notes
-Fix for the so called sound loop crash issue that caused the game to freeze
-Fix for an issue that sometimes prevented players from shooting while in the gunner position of a vehicle
-Fix for the headshot icon appearing incorrectly at non-headshot deaths, such as suicide or dying of an explosion
-General stability improvements
Mantle
-General stability and performance improvements
-Fix for an issue that caused the sky/fog to be either too bright or too dark when Mantle was used
-Added on-screen video memory utilization statistics with Render.DrawScreenInfo
Feb 13 PC Game Update Notes
-General stability improvements
-Fix for an issue where spawning into, or switching to, a gunner seat in an IFV/MBT sometimes could cause the game to crash
-Fix for missing sound in Team/Squad Deathmatch
-Fix for an issue in the Defuse game mode, where a bomb carrier would be permanently spotted
-Decreased the rate at which the kill card would incorrectly display 0 health, while the enemy was clearly alive
-Fix for an invisible wall that was incorrectly present in one of the fallen concrete pipes on Zavod 311
-Fix for an issue where bullet impact sounds werent properly matching the actual number of impacts
-Fix for an issue where the Draw message would not display on-screen once a Conquest round ended with both teams having the same amount of tickets
-Fix for an issue where long IDs wouldnt scroll on dog tags
-Fix for missing grass physics in terrain
Mantle
-Fix for a crash that would occur when activating full screen in portrait mode
-Fix for stuttering that could appear during video sequences on multi-GPU PCs
-Fix for a memory system leak that could cause stalls, which would result in frames taking longer to process
-Reduced the amount of stalls that occurred when running with high graphics setting that require more GPU memory than is currently available
-Fixed screenshots on multi-GPU PCs
Jan 30 PC Game Update Notes
Mantle Support
The new Mantle renderer has been added in Battlefield 4. Most players can expect a performance increase by using this new low-level graphics API. Check out this news post [ Register or Signin to view external links. ] for the full details on Mantle, what the requirements are to run it, and how to enable it.
CPU/GPU performance and monitoring
-Tweaked and improved CPU multi-core utilization to try and avoid stuttering and low framerate due to stalls that happened on some CPU and OS configurations.
-Users can now configure and control themselves how many CPU cores should be used in the game with the new Thread.MaxProcessorCount settings in User.cfg.
-Render.DrawScreenInfo 1 now also shows information about which CPU and GPU is in the system, how many GPUs & CPU cores are used and which renderer (DirectX 11 or Mantle) is active
-Added new PerfOverlay.FrameFileLogEnable command that records frame times on CPU & GPU and logs out to a .csv file
-AMD Catalyst driver 13.12 (or later) is now recommended instead of 13.9
-Enabled tile-based compute shader lighting optimization on Nvidia for improved GPU performance (already active on AMD GPUs)
-Improved performance with rendering and spotlights for all GPUs, primarily in in-door environments
DMR Balance Tweaks
-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.
Other Items
-Significantly reduced the duration of the black screen when spawning in, and fixed the issue with players getting killed before being in-game
-Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing
-Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot
-Fixed an issue in Squad Deathmatch where the Win/Lose text was overlapping
-Fixed an issue with players using an exploit for the SOFLAM
-Fixed an issue with players using an exploit for the MAV
-Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu
-Fixed an issue where chat would break when entering "false" or "true" in the chat window
-Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry
-Fixed the misaligned crosshairs on the T90 MBT
-Added setting to tweak joystick dead zone
-Various minor crash fixes
Jan 13 PC Game Update Notes
-Various fixes for improving general stability
-Fixed a memory leak issue occurring after level shutdowns, which could result in a out-of-memory crash in longer play sessions
-Additional fix for the "sound loop" deadlock when running High/Ultra graphics settings
-Added a warning for using Legacy AMD drivers that were out of date
-Fixed a player feedback timing issue where blood was appearing before other damage indicators, and before damage was actually done
-Fixed a bug where players rank icons on the scoreboard would not be updated
-Fix for Asian users unable to start Battlefield 4 on Windows 8.1
-Normalized repair rates across all vehicles.
-Fixed problem with killer health in kill card not being correctly updated (showing 100% health even though the soldier was hurt)
-Fix for friendly marker not always showing when needed to, resulting in players shooting team members
-Fixed a bug where a Main Battle Tank Coaxial HMG ammo box was occasionally blocking the drivers camera
-Increased damage by 25% for the Stealth Jet 20mm cannons.
-Stealth Jets now have more similar handling attributes to each other. F35 & J-20 are slightly more agile, Su-50 is less agile.
-Attack Jets now have more similar handling attributes to each other, and all 3 are now slightly less agile than earlier
-Fixed camera glitch when switching weapons while moving in crouch
-Fixed an occasional bug where players could experience intermittent engine sound dropouts when driving wheeled IFVs
-Fix for player spawning under the map when deploying on Lancang Dam
-Fixed flickering in map and minimap on Rogue Transmission and Operation Locker
Dec 20 PC Game Update Notes
-Fix for terrain flickering when using SLI/CrossFire setup
-Fix for three of the top crash issues on the PC platform
-Fix for case when soldier can die with 1 HP instead of 0
-Fix for the issue where the revive UI could be permanently shown after accepting a revive
Dec 16 PC Game Update Notes
-Fix for a crash that would cause the game to stall, resulting in a sound loop. This should eliminate most of the problems relating to this.
-Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for roadkilling opponents.
-Fixed one of the issues related to the so-called Netcode (see below for details).
-Fix for an issue where 4x the damage from a vehicle's minigun would be applied to the chest when a player had the Defense specialization equipped.
-Fix for player tags not always showing when needed to, resulting in players shooting team members.
-Fix for graphical flickering appearing on terrain.
-Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
-Fix for a Defuse bug where none of the teams would win a round by letting the timer run out.
-Fix for players getting stuck in the revive screen after being killed.
-Fix for players getting stuck in the kill camera after being revived.
-Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
-Made NVidia 331.82 or later driver versions mandatory for all players.
-Disabled DirectX 11.1 on NVidia cards that have outdated drivers.
-Fixed driver version not being properly detected on NVidia Optimus systems.
-Fixed a minor crash that could occur when bringing up the scoreboard.
Netcode improvement
Weve addressed the so-called Kill trading. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server.
Dec 9 PC Game Update Notes
Shot behind cover when changing stance
Sometimes the character stance could get into a multiple frame desync and be part of the problem where you got shot even though your character was actually behind cover. This would mostly affect players doing transitions into crouch and prone as well as moving when crouched. The impact was smaller in a standing stance. This bug fix eliminates this particular desync issue.
We have also increased the camera height when crouching and moving to more accurately reflect the actual height of your soldier in that stance (the first person camera was too low when crouching and moving, resulting in that you had a poor representation of how much of your soldier that was actually out of cover.)
-Fixed one of the most frequently occurring client crashes
-Fixed broken collision on containers with open doors. The bug previously made grenades bounce back even though the doors were open.
-Fixed a bug in Defuse mode where defenders could win the round by killing all the attackers without disarming the bomb, if the bomb was disarmed in the previous round.
-Miscellaneous stability fixes further reducing the number of client crashes
-Fixed side gunner jitter when aiming in attack boats & transport helicopters
-Fixed some instances of frame rate drops when shooting at large Levolution objects after they have been destroyed (like the radar dish on Rogue Transmission)
-Fixed broken aiming for passengers on the China Rising dirt bike
-Fixed a bug where the sound when capturing a flag was not playing correctly
-Removed a bug that would double save during MP round transition and SP level transition. This fix will reduce the occurrence of corrupted save files.
Dec 3 PC Game Update Notes
-Removed the blur effect on soldiers that appeared when Commanders were using EMP attacks
-Fixed the audio bug where audio sometimes randomly dropped out while playing on certain multiplayer maps (typically Golmud Railway and Hainan Resort)
-Fixed the "one-hit kill bug" where occasionally damage from a single bullet was applied multiple times
-Fixed a common crash that would occur when exiting from the Single Player Campaign to Main Menu
-Tweaked the network and computer performance screen to show proper values. Players can now test their computer and network connection and get recommendations if they need to adjust something to improve their gameplay experience
November 14 PC Game Update Patch Notes
CRASHES & FREEZES
-Fixed a crash that would occur randomly during gameplay.
-Fixed a crash that would occur when an object is destroyed.
-Every time that a player exited a vehicle, there was a small chance that the server would crash. This has been fixed.
-Fixed an occasional crash during SP gameplay.
-Fixed a crash that would occur during level loading.
-Sometimes the game would attempt to load a model at the same time as it was being thrown out of memory. This has been fixed.
-Sometimes the game would crash after removing old bullet holes/scratch marks in the world. This has been fixed.
-Sometimes when a player or enemy was sitting in the jeep gunner entry and got killed, his body would rest on the vehicle in such a way that the physics simulation would require lots of CPU usage. This has been solved.
-Fixed a crash occurring on Flood Zone when playing Conquest Large.
-Fixed a common crash relating to surface shaders.
-Fixed a crash on Test Range that could occur when using sniper rifles.
-Fixed a common crash that occurred during map transition.
-Fixed a crash that occurred when bringing up Battlescreen in-game on the Test Range.
-Fixed a memory allocation bug that could lead to crashing.
-Fixed a single player crash that could sometimes occur when being killed by AI enemies.
-Fixed an issue where the game would get stuck in infinite loading if you got disconnected while trying to access online content.
-Fixed an issue in single player in the South China Sea mission where the game would crash when idle for more than 60 minutes.
-Fixed an issue where the game would get stuck in infinite loading if you used Win+L to lock your PC during loading.
NETWORK PERFORMANCE
Eliminated a network sync bug
If youve been experiencing situations in multiplayer where it appears that you are taking damage from enemies through walls, you might have been the victim of a network sync bug. In this game update, we have identified and eliminated one such bug that caused this type of gameplay experience. We are continuing to work on more multiplayer optimizations concerning network performance.
Improved Network Smoothing
We have made some improvements to the Network Smoothing functionality that you can find in the OPTIONS>GAMEPLAY menu. The Network Smoothing slider governs a group of settings that aim to produce a tighter multiplayer experience based on your specific packet loss situation.
Removed network lag
In certain specific situations, network lag would be introduced when interacting with objects in the game. This has been experienced by some players during melee combat, when climbing ladders, and when operating stationary weapons. The cause for these specific network lag situations has been solved.
GAMEPLAY BALANCING
-Removed the scout helicopter at the final base for the defenders in Rush mode on Siege of Shanghai
-Adjusted a Conquest flag position on Zavod 311 that was obstructing vehicles.
-At Hainan Resort in Rush mode, defenders were given too much armor at the first base. We have removed the defender IFV at the first base, added an attacker IFV at the first base, and increased the spawn delay on the defender IFV at the third base.
-Fixed so that there is 1 revive per round Defuse, as opposed to 1 per set.
-Removed all previously placed C4 and mines after a round of Defuse to eliminate the possibility to affect the next round.
GRAPHICS
-Fixed a minor graphical error on Operation Locker.
-Fixed an issue where the in-game Battlelog would get distorted when a Commander launched an EMP attack.
-Fixed a floating container on Golmud Railway near flag C in Domination.
-Fixed an issue with the minimap in Rush mode.
-Fixed an issue in Obliteration mode where the red light flash and beep sound was not played when the bomb carrier was moving.
-Fixed an issue in Defuse where the bomb model sometimes did not display on the bomb carrier.
-Fixed minor graphical alignment issues in the Spectator Mode camera layout.
-Fixed an issue in Spectator Mode where the spectator's view incorrectly would get distorted during an EMP deployment from a Commander.
MISCELLANEOUS
-Fixed a bug that occasionally killed all sounds on the server if you fired the QBU-88 with an attached silencer.
-Fixed the issue where pressing B would bring up the console.
-Fixed an issue where the EMP effect lasted for too long on soldiers.
-Fixed an issue with an area you couldn't traverse near one of the M-COM stations in Rush mode on Siege of Shanghai.
-Fixed an issue relating to player skill levels. -Fixed an issue in Obliteration mode where the bomb would temporarily be placed in the sky after the bomb carrier was killed when swimming or in a water-based vehicle.
-Fixed an occasional jitter in the kill camera.
-Fixed so that Russian special characters are displayed properly in the chat window.
-Fixed so that the System Performance Test option is working as expected.
-Fixed a bug where a rank-up message would loop in-game
-Moved a machine gun position on Lancang Dam that was placed on top of a building that can collapse.
-Added sound when navigating the scoreboard in the End of Round screen.
-Fixed a broken ladder in Siege of Shanghai.
-Adjusted vehicle spawn locations on Dawnbreaker in Conquest mode to alleviate traffic jam.
-Fixed a flickering-issue on Siege of Shanghai when using NVidia drivers 331.52.
-Fixed a bug on Golmud Railway where a destroyed house at flag A would block gunfire.
-Fixed a Ticket count issue in Rush mode.
-Commanders can no longer erroneously try to get match-made into a game of Domination.
-If the user restarts checkpoint during the End Scene , he will receive an old objective along with the credits.
-Fixed a destruction issue on Flood Zone.
-Fixed a Rhib boat issue in one of the single player missions.
-Fixed an issue where players would respawn after getting killed and have no main weapon available.
-Fixed so you won't see the emblem of a user that you have blocked.
-Fixed an issue where you couldn't smash through the railings with a quad bike on the Dawnbreaker map.
-Added clickable buttons to the in-game Battlelog.
-Fixed a bug in single player where the player is killed if he climbs after Irish too fast up the ladder in one of the missions.
-Various other minor issues.
PS3 & Xbox 360
PS3 & Xbox 360 Game Update Jul 8 Patch Notes
COMMANDER APP:
-Various bug fixes
GENERAL:
-Fix for an issue where players were able to duplicate Battle Pickups by repeatedly picking up a kit
-Fix for an issue where field upgrades would stop working after one round when players had reached the max field upgrade level
-Fix for a crash that could occur when a player left a round
-Added a 15 seconds warm-up timer for all Official gamesPC Only
-Fix for an issue that prevented players to issue squad order around capture points during the sandstorm on Gulf of Oman
-Fix for an issue where a squad leader would kick a member from the squad, but the slot wouldnt become available for others to join
-Option added for double tap forward to sprint (when on foot)
GRAPHICAL:
-Fix for an issue where the player would get a water splash effect on the screen after crashing an EOD/MAV/SUAV into the water
MODES:
-Added a competitive Obliteration game mode Note: Server admins has to set this up to get it running. Can only be used non-official servers.
SERVERS:
-Server Browser support added to Squad Join (Beta)
-Fix for an issue that could cause the game to freeze while in the My Rental Server menu
USER INTERFACE:
-Fix for an issue where the Squad Join (Beta)feature wouldn't display squad members presence correctly
-Fix for an issue where the kill card wasnt displayed in some cases in Hardcore modeNote: Fixed, but will be included in the next patch release.
-Added total team experience points to the end of round screen for the Capture the Flag game mode
-Added user interface options for tweaking the ADS aiming sensitivity
-Dog tags are rearranged in the kill cards so the right one is not obstructed
VEHICLES:
-Fix for an issue where the flag would occasionally float in mid-air when players got out of vehicles while carrying the flag
-Removed the boost button press to turn off boost for vehicles, boost should be turned off by releasing the accelerator, this makes it consistent with soldier sprint and helps using vehicle boost easier
-Adjusted the PWC physics so it drives/controls more nicely in all water levels
-Option added for double tap forward to boost (when driving a vehicle)
WEAPONS:
-Fix for an issue where a weapon would flail wildly after a player would die
-Removed the 2nd set of shell that are visible in the speed loader when reloading the M412 revolver
-Fix for the Hawk Shotgun missing pump action animation in 3rd person while crouching
-Fix for RPG-7 rocket remaining visible in the launcher after the last shot is fired while zoomed in
-Fixed the bipod animations for MTAR-21
-Foregrip in 3rd person now has hand in the correct position on M416/M417Note:This was a typo, M417 does not exist in BF4
-Fix for a broken animation when switching to AWS as main weapon
June 3 PS3 & Xbox 360 Game Update Notes
- Improved/reduced explosion induced camera shake
- Rent A Server bug fixes
- Character collision improvements
- Reduced object damage mismatch between client/server
- Fix for explosion pack not being able to be shot sometimes
- Improvements for client side packet loss
- Added controller option to swap functionality of the bumper and trigger buttons
- Physics optimization for Naval Strike Wave Breaker rocks
- Carrier: fix for invisible walls stopping bullets
- Fix for issue where clients with low bandwidth would not be able to enter squad menu
- Fix for an issue where jets being attacked by other jets would not receive damage at certain altitudes
Naval Strike Non-Premium Release Update
-Battlefield 4 Naval Strike will be available on April 15 for all non-Premium members. They wanted to give all Premium members their two-week early access regardless of what platform they play on
March 25 PS3 & Xbox 360 Game Update Notes
GENERAL FIXES
-General stability improvements
-Fix for a crash that could occur when players were customizing vehicles.
-Fix for an issue in the Rush game mode where end-of-round screen would always indicate that there were 60 minutes left of the game.
-Fix for an issue where the splash damage for IFV shells, Helicopter rockets, and Mortar rounds was unable to destroy deployed equipment.
-Fix for an issue that could cause the quad bike to explode when it hit indestructible objects.
-Fix for an issue that would cause sniper rifles to display too much bloom when aiming in snowy conditions, especially the outside areas of Operation Locker.
-Fix for an issue where the ECM would sometimes fail to jam incoming missiles.
-Shortened the take-off distances for jets to match the length of the runways in Second Assault maps.
-Fix for going above ceiling exploits in Operation Metro.
-Fix for a new MAV riding exploit.
-Fix for kill camera jittering/strobing sometimes if colliding with other world objects or terrain.
-Fix for soldiers getting catapulted when walking on steep surfaces
NETCODE
-Fix for an issue where the kill camera would display the incorrect killer.
-Fix for an issue where the kill card wont show up when playing on servers which have the kill camera turned off.
-Fixed an issue where other soldiers would appear to fire in the wrong direction when turning quickly.
-Fix for weapons firing twice, or not at all in some instances.
-Fix for an issue where explosions didnt do any damage to infantry and vehicles that were outside of the combat area.
-Fix for an issue where late-joining players wouldnt correctly experience Levolution events on Paracel Storm and Flood Zone.
-Fix for an issue that could cause packet loss.
PROGRESSION
-Added Gold Battlepacks as rewards for Class Service Stars, allowing players that have reached the max Rank to continue earning new Battlepacks.*
WEAPONS / GADGET TWEAKS
-Increased the damage of the normal buckshot against targets with Body Armor.
-Reduced the vertical recoil of the M4 and M16A4 to give these burst fire weapons a tighter burst accuracy in their mid- to long range role.
-Reduced the side-to-side and first shot recoil of the G36C. This weapon now has the lowest side-to-side recoil of the carbines, giving it a clear controllable low rate of fire role, especially when compared to the AK5C, Type-95B-1 and the AKU-12.
-Tweaked the detonation time of the 40mm LVG so it bounces less before going off. The maximum damage has however been reduced to 80 like the RGO.
-Reduced the number of how many 40mm HE and LVG rounds players can carry, from 4 to 3.
-Increased the time it takes to get new 40mm round from ammo boxes. The time is longer for HE and LVG grenades and shorter for utility grenades like SMK and FLASH.
GRENADE TWEAKS
-Increased the time it takes to get new RGO IMPACT, V40 MINI, M84 FLASHBANG and M18 SMOKE grenades from ammo boxes. Since the player now carries more of these grenades, the resupply delay needed to be longer to prevent grenade spamming.
VEHICLE TWEAKS
-Significantly improved the suppression from mounted vehicle weapons, including miniguns, HMGs, LMGs, and all shells types for all armored vehicles.
AIRCRAFT TWEAKS
-Further reduced the repair rate for the Scout Helicopters and the Transport Helicopters.
-Significantly increased the damage of Transport Helicopter miniguns.
-Changed the flight ceilings on Gulf of Oman, Caspian Border and Operation Firestorm to better match the height of the structures in those levels.
-Adjusted the damage of the 25mm and 30mm cannons for both Stealth Jets and Mobile AA to be equal in Damage Per Second to the 20mm default weapons. These weapons were clearly poorer choices in all circumstances, and their different rates of fire are intended to be the player's choice factor for these weapon systems.
-Increased the splash damage and the range at which the JDAM bombs can achieve max splash damage. The JDAM's power was not properly balanced with its difficulty to use. The JDAM remains a primarily anti-vehicle weapon, though this change will increase the effectiveness against all targets.
-Increased the accuracy and direct hit damage of the AC130 40mm cannons. 40mm cannons can now be used to fire pinpoint shots in 2-3 round bursts, enabling them to provide accurate fire on infantry and vehicle targets. Their velocity has also been marginally increased to aid their accuracy.
-Increased the splash damage and range of the AC130 25mm cannons. These cannons now do approximately 50% more damage, in a slightly increased area of impact. The increased damage as well as increased suppression effects will allow the 25mm cannon to fill its role as an area of effect weapon against infantry.
March 4 PS3 & Xbox 360 Game Update Notes
-Several crash fixes and stability improvements
-Fixed an issue with data re-sending that was causing rubberbanding on some servers
-Increased the maxium rank to 120
-Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early
-Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.
-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
-Tweaked timing for how long the killfeed stays on screen
-Fixed an issue where the message "Joining Server" sometimes didn't appear when the user tried to join the server
-Added default player slots to server browser filters
-Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
-Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising
-Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike
-Prevented players from interacting with an M-Com on Siege of Shanghai after it had been destroyed
-Fixed an issue where audio for disarming M-Coms could get stuck in an infinite loop
-Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort
-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
-Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority
-Fixed an issue where Defuse could get stuck in an unplayable state between rounds
-Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed
-Fixed an issue with revive icon not being greyed out in-game on map and minimap, when the player died after getting revived in Defuse
-General improvements and bug fixes for the Battledash and Mission create screens
-Fixed a bug where red laser dots would get stuck on textures
-Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value
-Fixed a bug where the enemy health always displayed as full in the kill-cam
-Fixed an issue in Defuse so killed bomb carrier cant plant a bomb in the next round without picking up a new bomb
-The MAV has been updated to prevent players from exploiting it
-Improved repair rates for vehicles with different base healths
-Tweaked volume balance and other ambience parameters on the majority of base game and China Rising maps
-Improved the track vehicles wheel friction so vehicles dont get stuck at relatively minor hills
-Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.
-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water
GRENADE TWEAKS
-Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
-Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
-Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
-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.
PISTOL TWEAKS
-Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
-Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
-Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
-Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
-Corrected a small error with the COMPACT 45 accuracy when crouched or prone.
WEAPON TWEAKS
-Increased the damage of all DMRs across all ranges. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. 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.
-Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
-Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
-Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
-The Heavy Barrels 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.
-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.
-THe SRS bolt action time has been tweaked and the rate of fire has been lowered
-The GOL bolt action time has been tweaked
-The muzzle velocity for the MP7 has been reduced
-The MTAR21 muzzle velocity has been reduced
-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
-Updated rate of fire for the RGP7 and NLAW
VEHICLE TWEAKS
-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
-Reduced the velocity of the MAAs default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
-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.
-Increased the direct damage done by the Attack Helicopters gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
-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.
-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
-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. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
-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.
February PS3(21) & Xbox360(18) Game Update Notes
-Fix for an issue where spawning into, or switching to, a gunner seat in an IFV/MBT sometimes could cause the game to crash
-Fix for missing sound in Team/Squad Deathmatch
-Fix for an issue in the Defuse game mode, where a bomb carrier would be permanently spotted
-Fix for an issue that would appear if a 10 users party would join a game with 8 available slots, leaving 2 of the players stuck on the loading screen
-Decreased the rate at which the kill card would incorrectly display 0 health, while the enemy was clearly alive
-Fix for an invisible wall that was incorrectly present in one of the fallen concrete pipes on Zavod 311
-Fix for an issue where bullet impact sounds werent properly matching the actual number of impacts, causing the players to feel that they died too quickly.
-Fix for an issue where the Draw message would not display on-screen once a Conquest round ended with both teams having the same amount of tickets
-Fix for an issue where long IDs wouldnt scroll on dog tags
-Fix for missing grass physics in terrain
-Fix for an issue where the player camera would be positioned inside of the soldier when parachute spawning
-Fix for a MAV exploit that let players reach various out-of-map locations
Janurary PS3(30) & Xbox360(31) Game Update Notes
DMR Balance Tweaks
-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.
Other items
-Significantly reduced the duration of the black screen when spawning in, and fixed the issue with players getting killed before being in-game
-Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing
-Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot
-Fixed an issue in Squad Deathmatch where the Win/Lose text was overlapping
-Fixed an issue with players using an exploit for the SOFLAM
-Fixed an issue with players using an exploit for the MAV
-Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu
-Fixed an issue where chat would break when entering "false" or "true" in the chat window
-Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry
-Fixed the misaligned crosshairs on the T90 MBT
-Added setting to tweak joystick dead zone
-Various minor crash fixes
January PS3(14) & Xbox360(16) Game Update Notes
-Various fixes for improving general stability
-Fixed a player feedback timing issue where blood was appearing before other damage indicators, and before damage was actually done
-Fix for bug where it looked like soldier was dying with 1 health instead of 0
-Fixed a bug where players rank icons on the scoreboard would not be updated
-Normalized repair rates across all vehicles. Vehicles with lower health points, like aircraft and transport vehicles, now repair more slowly than before
-Fixed problem with killer health in kill card not being correctly updated (showing 100% health even though he was just hurt)
-Fix for friendly marker not always showing when needed to, resulting in players shooting team members
-Fixed a bug where the M1 Abrams Coaxial HMG ammo box was occasionally blocking the drivers camera
-Increased damage by 25% for the Stealth Jet 20mm cannons
-Stealth Jets now have more similar handling attributes to eachother. F35 & J-20 are slightly more agile, Su-50 is less agile
-Attack Jets now have more similar handling attributes to each other, and all 3 are now slightly less agile than earlier
-Fixed camera glitch when switching weapons while moving in crouch
-Fixed an occasional bug where players could experience intermittent engine sound dropouts when driving wheeled IFVs
-China Rising: Fixed animation glitch for motorbike passengers ocuring when aiming
-Fix for first and third person soldier animations being out of sync while doing transition changes. This could potentially make the player get hit while in cover behind a wall or other obstacle
December 17 PS3 & Xbox360 Game Update
-General stability improvements.
-Fixed one of the most frequently occurring crashes that could happen during round transition.
-Reduced the probability of the Kill trade issue (see below for details).
-Fixed a crash that could occur when bringing up the scoreboard.
-Fix for player tags not always showing quickly enough. This could often lead to confusion or team kills on Hardcore servers.
-Populated servers are now by default placed on the top in the Server Browser, where previously empty servers would be shown.
-Servers that friends are playing on have a higher priority in the server list.
-Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
-Fix for players getting stuck in the revive screen after being killed.
-Fix for players getting stuck in the kill camera after being revived. Note that you might see a graphical bug on-screen after being revived when accepting a revive within 1 second. This graphical bug will be removed in the next patch.
-Fix for the death camera/screen being displayed too early.
-Fix for a Defuse bug where none of the teams would win a round by letting the timer runs out.
-Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for road killing opponents.
-Fix for an issue where 4x the damage from a vehicle's miniguns would be applied to the chest when a player had the Defense specialization equipped.
-Balanced vehicle miniguns to do more damage versus infantry.
-Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
-Fixed a bug in Defuse mode where defenders could win a round by killing all the attackers without disarming the bomb. If the attackers arm the bomb, the defenders need to disarm it to win, even if they have killed all the attackers.
-Fixed an issue where players could get stuck in infinite loading when connecting to a server.
-Fix for side gunners in attack boats and transport helicopters experiencing jitter when aiming.
-Fixed the issue with Levolution events sometimes not being triggered properly when playing the Rush, Defuse, Obliteration and Team/Squad Deathmatch game modes.
-Removed the SCAR-H and Ace 52 damage tweaks that were included in a previous patch.
Kill trading issue
Weve addressed the so-called Kill trading. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server. This should reduce the probability of kill trading.
December 5 PS3 & Xbox360 Game Update Notes
This patch is mainly focused at increasing game stability and contains a number of crash fixes. Accumulated, these fixes should help increase stability overall in the game.
-Reduced the risk of a crash when transitioning from one multiplayer round to another
-Fixed a crash that could occur when creating decals (bullet hit effects, etc.)
-Fixed a crash that could occur when leaving vehicles
-Fixed a crash that could occur when moving outside of the intended play area
-Fixed a crash that could occur when firing the MBT and IFV gunner incendiary weapon
-Fixed a crash that could occur when opening the Options menu
-Fixed a problem with weapon accessories using up too much memory, which in turn could lead to crashing
Field Upgrades Reactivated
We have now fixed the Field Upgrades "Indirect Fire" and "Perimeter Defense" that were crashing the game. These Field Upgrades were previously deactivated as a workaround to this very frequent crash. With this fix in place we are now reactivating the Field Upgrades in question.
One-hit Kill Bug Fixed
Fixed the "one-hit kill" bug where damage from a single bullet sometimes was applied multiple times. This could lead to firefights where normal rifles sometimes dealt one-shot kills, which is not as designed.
One-hit Kill Bug Explained
We are seeing reports from people that this is still present, with descriptions such as I came around the edge of a building and died instantly. It is important to understand that this is not the One-hit Kill Bug, that is another issue that we are working on addressing. For this, it is important to understand how some of the interpretations made by the game happen so that you can understand the difference.
We saw an issue where a bullet travelling towards an opponent would cause damage in one frame, and then again in the next frame. Therefore bullets would cause 2x damage if they hit the target between these two frames. This issue has been addressed.
The issue of dying before you saw who shot you is a different beast. We use a term called Interpolation in reference to where you are in the game world. There are instances where the death camera is initiated before the correct internet packets have arrived to be interpolated by your camera. This gives the impression that you were killed by "one shot" as someone came around the corner of a building. We have identified this issue and will address it in this patch and continue to tweak it in upcoming updates (see "Improved Hit Sync" below.)
Improved Hit Sync
We previously removed interpolation of damage events (like you taking damage from someone shooting at you) to make them feel more responsive, but that made the damage sync suboptimal. We are committed to tweaking the sync so that it will stay more true to what you are actually seeing. The first step towards this is taken in this patch, so you should see some improvement on this now. We will continue to work on improving hit sync in the game. This change is already live on PS3, PC, and PS4, and will go live on Xbox One and X360 in upcoming patches.
Miscellaneous Fixes
-Fix for stuck in infinite loading screen
-Fix for flares exploit where you could deploy flares faster by leaving and re-entering a vehicle
-Moved an infantry spawn point on Rogue Transmission at first base that was previously positioned outside of combat area
-Adjusted AT weapon at first base on Rogue Transmission from second floor barrack to outside on ground. Previously, players had to destroy a wall in order to reach the weapon
-Performance fix when firing upon large destruction objects (mostly after Levolution events)
-Minor performance optimizations
-Fix for destroyed object parts still being visible in the game world
-Smoother movement of networked objects (like vehicle turrets)
-Fix for audio randomly dropping out when driving a US tank
-SP/South China Sea: Added collision for place where player could get stuck
PS4 & Xbox One
July PS4(8) & Xbox One(9) Game Update Patch Notes
COMMANDER APP:
-Various bug fixes
GENERAL:
-Fix for an issue where players were able to duplicate Battle Pickups by repeatedly picking up a kit
-Fix for an issue where field upgrades would stop working after one round when players had reached the max field upgrade level
-Fix for a crash that could occur when a player left a round
-Added a 15 seconds warm-up timer for all Official gamesPC Only
-Fix for an issue that prevented players to issue squad order around capture points during the sandstorm on Gulf of Oman
-Fix for an issue where a squad leader would kick a member from the squad, but the slot wouldnt become available for others to join
-Option added for double tap forward to sprint (when on foot)
GRAPHICAL:
-Fix for an issue where the player would get a water splash effect on the screen after crashing an EOD/MAV/SUAV into the water
MODES:
-Added Conquest Small
-Added a competitive Obliteration game mode Note: Server admins has to set this up to get it running. Can only be used non-official servers.
SERVERS:
-Server Browser support added to Squad Join (Beta)
-Fix for an issue where server administrators couldnt ban players that had clan tags
-Fix for an issue that could cause the game to freeze while in the My Rental Server menu
USER INTERFACE:
-Fix for an issue where the Squad Join (Beta)feature wouldnt display squad members presence correctly
-Fix for an issue where the kill card wasnt displayed in some cases in Hardcore modeNote: Fixed, but will be included in the next patch release.
-Added total team experience points to the end of round screen for the Capture the Flag game mode
-Added user interface options for tweaking the ADS aiming sensitivity
-Dog tags are rearranged in the kill cards so the right one is not obstructed
VEHICLES:
-Fix for an issue where the flag would occasionally float in mid-air when players got out of vehicles while carrying the flag
-Removed the boost button press to turn off boost for vehicles, boost should be turned off by releasing the accelerator, this makes it consistent with soldier sprint and helps using vehicle boost easier
-Adjusted the PWC physics so it drives/controls more nicely in all water levels
-Option added for double tap forward to boost (when driving a vehicle)
WEAPONS:
-Fix for an issue where a weapon would flail wildly after a player would die
-Removed the 2nd set of shell that are visible in the speed loader when reloading the M412 revolver
-Fix for the Hawk Shotgun missing pump action animation in 3rd person while crouching
-Fix for RPG-7 rocket remaining visible in the launcher after the last shot is fired while zoomed in
-Fixed the bipod animations for MTAR-21
-Foregrip in 3rd person now has hand in the correct position on M416/M417Note:This was a typo, M417 does not exist in BF4
-Fix for a broken animation when switching to AWS as main weapon
June 04 PS4 & Xbox One Game Update Notes
- Improved/reduced explosion induced camera shake
- Rental server bug fixes
- Character collision improvements
- Fix to reduce object damage mismatch between client/server.
- Fix explosion packs not being able to be shot sometimes
- Improvements for client side packet loss
- Added controller option to swap functionality of the bumper and trigger buttons
- Physics optimization for Naval Strike Wave Breaker rocks
- Carrier - Invisible walls stopping bullets fix
- High Frequency Network update
- Added High frequency bubble updating player movement, stance, rotation, damage and projectiles at a separate rate on foot and in vehicles
-Added option to control client side update rate setting
- Fix for an issue where jets being attacked by other jets would not receive damage at certain altitudes
March PS4(25) Xbox One(27) Game Update Notes
GENERAL FIXES
-General stability improvements
-Fix for a crash that could occur when players were customizing vehicles.
-Fix for an issue in the Rush game mode where end-of-round screen would always indicate that there were 60 minutes left of the game.
-Fix for an issue where the splash damage for IFV shells, Helicopter rockets, and Mortar rounds was unable to destroy deployed equipment.
-Fix for an issue that could cause the quad bike to explode when it hit indestructible objects.
-Fix for an issue that would cause sniper rifles to display too much bloom when aiming in snowy conditions, especially the outside areas of Operation Locker.
-Fix for an issue where the ECM would sometimes fail to jam incoming missiles.
-Shortened the take-off distances for jets to match the length of the runways in Second Assault maps.
-Fix for going above ceiling exploits in Operation Metro.
-Fix for a new MAV riding exploit.
-Fix for kill camera jittering/strobing sometimes if colliding with other world objects or terrain.
-Fix for soldiers getting catapulted when walking on steep surfaces
NETCODE
-Fix for an issue where the kill camera would display the incorrect killer.
-Fix for an issue where the kill card wont show up when playing on servers which have the kill camera turned off.
-Fixed an issue where other soldiers would appear to fire in the wrong direction when turning quickly.
-Fix for weapons firing twice, or not at all in some instances.
-Fix for an issue where explosions didnt do any damage to infantry and vehicles that were outside of the combat area.
-Fix for an issue where late-joining players wouldnt correctly experience Levolution events on Paracel Storm and Flood Zone.
-Fix for an issue that could cause packet loss.
PROGRESSION
-Added Gold Battlepacks as rewards for Class Service Stars, allowing players that have reached the max Rank to continue earning new Battlepacks.*
WEAPONS / GADGET TWEAKS
-Increased the damage of the normal buckshot against targets with Body Armor.
-Reduced the vertical recoil of the M4 and M16A4 to give these burst fire weapons a tighter burst accuracy in their mid- to long range role.
-Reduced the side-to-side and first shot recoil of the G36C. This weapon now has the lowest side-to-side recoil of the carbines, giving it a clear controllable low rate of fire role, especially when compared to the AK5C, Type-95B-1 and the AKU-12.
-Tweaked the detonation time of the 40mm LVG so it bounces less before going off. The maximum damage has however been reduced to 80 like the RGO.
-Reduced the number of how many 40mm HE and LVG rounds players can carry, from 4 to 3.
-Increased the time it takes to get new 40mm round from ammo boxes. The time is longer for HE and LVG grenades and shorter for utility grenades like SMK and FLASH.
GRENADE TWEAKS
-Increased the time it takes to get new RGO IMPACT, V40 MINI, M84 FLASHBANG and M18 SMOKE grenades from ammo boxes. Since the player now carries more of these grenades, the resupply delay needed to be longer to prevent grenade spamming.
VEHICLE TWEAKS
-Significantly improved the suppression from mounted vehicle weapons, including miniguns, HMGs, LMGs, and all shells types for all armored vehicles.
AIRCRAFT TWEAKS
-Further reduced the repair rate for the Scout Helicopters and the Transport Helicopters.
-Significantly increased the damage of Transport Helicopter miniguns.
-Changed the flight ceilings on Gulf of Oman, Caspian Border and Operation Firestorm to better match the height of the structures in those levels.
-Adjusted the damage of the 25mm and 30mm cannons for both Stealth Jets and Mobile AA to be equal in Damage Per Second to the 20mm default weapons. These weapons were clearly poorer choices in all circumstances, and their different rates of fire are intended to be the player's choice factor for these weapon systems.
-Increased the splash damage and the range at which the JDAM bombs can achieve max splash damage. The JDAM's power was not properly balanced with its difficulty to use. The JDAM remains a primarily anti-vehicle weapon, though this change will increase the effectiveness against all targets.
-Increased the accuracy and direct hit damage of the AC130 40mm cannons. 40mm cannons can now be used to fire pinpoint shots in 2-3 round bursts, enabling them to provide accurate fire on infantry and vehicle targets. Their velocity has also been marginally increased to aid their accuracy.
-Increased the splash damage and range of the AC130 25mm cannons. These cannons now do approximately 50% more damage, in a slightly increased area of impact. The increased damage as well as increased suppression effects will allow the 25mm cannon to fill its role as an area of effect weapon against infantry.
March PS4(4) & Xbox One(10) Game Update Notes
-Several crash fixes and stability improvements
-Fixed an issue with data re-sending that was causing rubberbanding on some servers
-Increased the maxium rank to 120
-Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early
-Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.
-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
-Tweaked timing for how long the killfeed stays on screen
-Fixed an issue where the message "Joining Server" sometimes didn't appear when the user tried to join the server
-Added default player slots to server browser filters
-Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
-Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising
-Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike
-Prevented players from interacting with an M-Com on Siege of Shanghai after it had been destroyed
-Fixed an issue where audio for disarming M-Coms could get stuck in an infinite loop
-Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort
-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
-Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority
-Fixed an issue where Defuse could get stuck in an unplayable state between rounds
-Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed
-Fixed an issue with revive icon not being greyed out in-game on map and minimap, when the player died after getting revived in Defuse
-General improvements and bug fixes for the Battledash and Mission create screens
-Fixed a bug where red laser dots would get stuck on textures
-Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value
-Fixed a bug where the enemy health always displayed as full in the kill-cam
-Fixed an issue in Defuse so killed bomb carrier cant plant a bomb in the next round without picking up a new bomb
-The MAV has been updated to prevent players from exploiting it
-Improved repair rates for vehicles with different base healths
-Tweaked volume balance and other ambience parameters on the majority of base game and China Rising maps
-Improved the track vehicles wheel friction so vehicles dont get stuck at relatively minor hills
-Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.
-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water
SPECTATOR MODE
-Added a chat feature, allowing spectators to take part of the chat of the match theyre spectating
-Fix for the EMP/Proxy Attack effects being visible in Spectator Mode
-Removed the black screen that was visible when switching between cameras and players in Spectator Mode
-Removed squad colors in Spectator Mode, now only the red and blue team colors are visible
-Decreased the user interface clutter in Spectator Mode by removing health pack, ammo pack and revive icons
-Tweaked the 1st person view in Spectator Mode so that spectators now see exactly what players see and nothing else
-Added a functionality in Spectator Mode so that, when going into Freecam from 1st or 3rd person mode, the first static freecam will be moved to behind the previously spectated player
-Added the possibility in Spectator Mode to fire at a player from Freecam to go into 1st person view of that player
-Spectators can now see which player on the scoreboard that carries the bomb in the Obliteration and Defuse game modes
GRENADE TWEAKS
-Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
-Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
-Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
-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.
PISTOL TWEAKS
-Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
-Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
-Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
-Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
-Corrected a small error with the COMPACT 45 accuracy when crouched or prone.
WEAPON TWEAKS
-Increased the damage of all DMRs across all ranges. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. 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.
-Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
-Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
-Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
-The Heavy Barrels 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.
-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.
-The SRS bolt action time has been tweaked and the rate of fire has been lowered
-The GOL bolt action time has been tweaked
-The muzzle velocity for the MP7 has been reduced
-The MTAR21 muzzle velocity has been reduced
-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
-Updated rate of fire for the RGP7 and NLAW
VEHICLE TWEAKS
-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
-Reduced the velocity of the MAAs default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
-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.
-Increased the direct damage done by the Attack Helicopters gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
-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.
-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
-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. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
-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.
February PS4(21) & Xbox One(25) Game Update
-Fix for an issue where spawning into, or switching to, a gunner seat in an IFV/MBT sometimes could cause the game to crash
-Fix for a crash that could occur when signing out as an active user
-Fix for missing sound in Team/Squad Deathmatch
-Fix for an issue in the Defuse game mode, where a bomb carrier would be permanently spotted
-Decreased the rate at which the kill card would incorrectly display 0 health, while the enemy was clearly alive
-Fix for an invisible wall that was incorrectly present in one of the fallen concrete pipes on Zavod 311
-Fix for an issue where bullet impact sounds werent properly matching the actual number of impacts, causing the players to feel that they died too quickly.
-Fix for an issue where the Draw message would not display on-screen once a Conquest round ended with both teams having the same amount of tickets
-Fix for an issue where long IDs wouldnt scroll on dog tags
-Fix for missing grass physics in terrain
-Fix for an issue that would appear if a 10 users party would join a game with 8 available slots, leaving 2 of the players stuck on the loading screen
-Fix for an issue where the player camera would be positioned inside of the soldier when parachute spawning
-Fix for a MAV exploit that let players reach various out-of-map locations
January 30 PS4 & Xbox One Game Update Notes
DMR Balance Tweaks
-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.
Other items
-Significantly reduced the duration of the black screen when spawning in, and fixed the issue with players getting killed before being in-game
-Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing
-Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot
-Fixed an issue in Squad Deathmatch where the Win/Lose text was overlapping
-Fixed an issue with players using an exploit for the SOFLAM
-Fixed an issue with players using an exploit for the MAV
-Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu
-Fixed an issue where chat would break when entering "false" or "true" in the chat window
-Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry
-Fixed the misaligned crosshairs on the T90 MBT
-Added setting to tweak joystick dead zone
-Various minor crash fixes
January PS4(14) & Xbox One(15) Game Update Notes
-Various fixes for improving general stability
-Fixed various random deadlocks (the so called sound loop crash)
-Fixed flickering in map and minimap on Rogue Transmission and Operation Locker
-Fixed issue with player spawning under the map in Lancang Dam
-Fixed broken collision on containers with open doors. The bug previously made grenades bounce back even though the doors were open
-Fixed an occasional bug where players could experience intermittent engine sound dropouts when driving wheeled IFVs
-Fixed camera glitch when switching weapons while moving in crouch
-China Rising: Fixed animation glitch for motorbike passengers ocuring when aiming
-Increased damage by 25% for the Stealth Jet 20mm cannons
-Normalized repair rates across all vehicles. Vehicles with lower health points, like aircraft and transport vehicles, now repair more slowly than before
-Fixed a bug where the M1 Abrams Coaxial HMG ammo box was occasionally blocking the drivers camera
-Fix for friendly marker not always showing when needed to, resulting in players shooting team members
-Fixed problem with killer health in kill card not being correctly updated (showing 100% health even though the soldier was hurt)
-Fixed a bug where players rank icons in the scoreboard would not be updated
-Fixed issue with soldier health showing 1 HP in killcard instead of 0 HP
-Fixed a player feedback timing issue where blood was appearing before other damage indicators, and before damage was actually done
-Reduced the risk of single player campaign save file becoming corrupt
December PS4(17) & Xbox One(19) Game Update Notes
-Reduced the probability of the Kill trade issue (see below for details).
-Fixed a common crash that could occur during round transition.
-Fixed a crash that could happen for players that had lots of friends.
-Fixed a problem where the end of round screen was adding up scores several times in the rank bar, resulting in the rank bar showing a higher value or rank than players really had.
-Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
-Fix for a graphical glitch that could appear on terrain.
-Fixed an engine audio dropout that could happen when driving IFVs.
-Fix for a camera glitch that could occur when players were switching weapons while moving in crouched stance.
-Fixed an animation bug for passengers on the China Rising dirt bike to make sure that the character is pointing in the direction where the player is actually aiming.
-Fix for an issue where 4x the damage from a vehicle's minigun would be applied to the chest when a player had the Defense specialization equipped.
-Tweaked the War Tape audio setting to remove distortion.
-Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for roadkilling opponents.
-Servers with users playing on them are now by default placed on the top in the Server Browser.
-Servers that friends are playing on have a higher priority in the server list.
-Server Browser is no longer showing empty or full servers by default.
-Servers that are completely empty will be shown only when the Empty option is checked in the Server Browser filter.
-Server Browser filter will count a server as full if all Soldier slots are occupied, unless the Free Commander slot is checked.
-Balancing jet handling across all stealth and attack jet classes.
-Fixed a bug in Defuse mode where defenders could win a round by killing all the attackers without disarming the bomb. If the attackers arm the bomb, the defenders need to disarm it to win, even if they have killed all the attackers.
-Fix for players getting stuck in the revive screen.
-Fix for players getting stuck in the kill camera after being revived. Note that you might see a graphical bug on-screen after being revived when accepting a revive within 1 second. This graphical bug will be removed in the next patch.
-Fix for a Defuse bug where none of the teams would win a round by letting the timer run out.
-Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
-Fix for the death camera/screen being displayed too early.
-Raised the first-person camera slightly for walking in crouch to more accurately reflect the actual position of the character.
-Lowered IED explosion sound to not bottom out the HDR.
-General stability improvements.
Kill trading issue
Weve addressed the so-called Kill trading. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the time frame when players with high latency could get a kill, even though they should be dead according to the server. This should reduce the probability of kill trading.
December 13 Xbox One Game Update Notes
-Fixed three common crashes that could occur during map transitions
-Fixed a common crash that could occur when using the in-game Battlelog in the "end of round" screen
-Fixed two crashes related to destroying vehicles
-Fixed a crash that could occur when the player lost connection to a server
-Fixed a crash that could occur when using the scoreboard
-Fixed a crash that could occur when players were using the voice chat
-Optimized performance when shooting destroyed Levolution objects on some levels
-Removed the blur effect on soldiers that appeared when Commanders were using EMP attacks
-Fixed the "one-hit kill" bug where damage from a single bullet sometimes was applied multiple times. This could lead to firefights where normal rifles sometimes dealt one-shot kills, which is not as designed
-Fixed a memory leak that could lead to crashes at certain points
-Further reduced the probability of getting a corrupt save file in the single player campaign
-Fixed the audio drop outs that could occur when playing on large maps. Typical map affected was Golmud Railway in Conquest with 64 players. Ambient sound would sometimes cut out, like foley sounds from player running, vehicle engine sounds, vehicle movement sounds, and map ambient sounds
-Fixed an issue with going online after resuming your Xbox One from suspended mode
-Fixed some issues with the handling of Xbox One parties
-Made the icons used to signal voice chat status more reliable
December 11 PS4 Game Update Notes
-General stability fixes that should remove a large amount of the client crashes we are currently seeing on the PS4
-Fixed the audio drop outs that could occur when playing on large maps. Typical map affected was Golmud Railway in Conquest with 64 players. Ambient sound would sometimes cut out, like foley sounds from player running, vehicle engine sounds, vehicle movement sounds, and map ambient sounds
-Removed the blur effect on soldiers that appeared when Commanders were using EMP attacks
-Further reduced the probability of getting a corrupt save file by doing miscellaneous changes to the save file system. These include removing the save file saving again when quitting multiplayer
-Fixed multiple crashes that could occur when bringing up the in-game Battlelog during round transition
-Fixed a crash that could occur when using the BattleScreen
-Fixed a random crash related to destroying vehicles
-Fixed minor destruction issues in the terrain
December 5 PS4 Game Update Notes
-Fixed the "one-hit kill" bug where damage from a single bullet sometimes was applied multiple times. This could lead to firefights where normal rifles sometimes dealt one-shot kills, which is not as designed.
-Fixed a crash that could occur when having a very large amounts of Friends
-Enabled audio in PS4 video captures
One-hit Kill Bug Explained
We are seeing reports from people that this is still present, with descriptions such as "I came around the edge of a building and died instantly". It is important to understand that this is not the One-hit Kill Bug, that is another issue that we are working on addressing. For this, it is important to understand how some of the interpretations made by the game happen so that you can understand the difference.
We saw an issue where a bullet travelling towards an opponent would cause damage in one frame, and then again in the next frame. Therefore bullets would cause 2x damage if they hit the target between these two frames. This issue has been addressed.
The issue of dying before you saw who shot you is a different beast. We use a term called Interpolation in reference to where you are in the game world. There are instances where the death camera is initiated before the correct internet packets have arrived to be interpolated by your camera. This gives the impression that you were killed by "one shot" as someone came around the corner of a building. We have identified this issue and will address it in upcoming updates.
November 26 PS4 Game Update
UPDATE INCLUDES:
-Fixed common crashes that could occur when changing weapons or maps
-Reduced the probability of a corrupted save file in the single player campaign
-Fixed a crash occurring when resuming the single player campaign
-Fixed a bug where accessing PlayStation Plus subscription resulted in a connection error
-Improved performance when shooting at destroyed Levolution objects
Thanks
Thespian
Grimlock
Monster-Munch
Hilton
Tattoo
Sean
Xbox_One
WCDT
McNuggets
Naggy
-LOST-
Grimlock
Monster-Munch
Hilton
Tattoo
Sean
Xbox_One
WCDT
McNuggets
Naggy
-LOST-
#2. Posted:
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Nice this will help a lot keep it up
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#3. Posted:
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Nice Post Man, Keep Helping The Community!
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#4. Posted:
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Great post! never played BF4 is it still worth getting??
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#5. Posted:
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Wow. This is a really nice post! Great work!
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#6. Posted:
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It would have been really bad if you accidently exited out on this, nice work you must have worked so long on this! you are a great member
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#7. Posted:
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This is a really nice post bro this should help many users that have just started battlefield keep the good work up.
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#8. Posted:
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Thanks for taking over my old sticky, I couldn't update it with my schedule being so busy
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#9. Posted:
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