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Re: Naval Strike DLC details - Titan mode is back - CONFIRME

Posted: Tue Mar 04, 2014 12:41 pm
by Necromancer
TheNixNick wrote:
Anti-Heli Mine; an aircraft disabling projectile for the Engineer class
Knowing DICE, this thing is going to be like the M2-SLAM. Where you can slap multiple mines on top of each other, for a guarantee kill. Oh and most likely be invisible like M2s too.
relax.

The M2-SLAM problems are due to lazy coding, which is actually fine habit for coders.
They wanted it to be able to stick to any surface, and waste as little time on adding it to the game, so.... they simply copy-paste the C4 code, called it M2-SLAM and changed its functionality a little.
Thats why you can slap several SLAMs on top of each other, just like you can C4, thats why it falls through stuff, as often happens with C4. They did need to tweak its behavior better.... but thats true about everything in this game...
o1oo1 wrote: -Increased the maxium rank to 120
For premium only?

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Tue Mar 04, 2014 12:49 pm
by o1oo1
no

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Tue Mar 04, 2014 1:07 pm
by Gwynzer
Looks like the "titan" side of Titan mode is actually simplified. Before you had to Destroy 2 consoles, then destroy 2 more which then allowed you to do direct "damage" like the missiles also did. Instead it looks like it's basically arm and defend 2 MCOMs. Boo.

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Tue Mar 04, 2014 1:31 pm
by Jokerle
Gwynzer wrote: Instead it looks like it's basically arm and defend 2 MCOMs.
Booooo!


indeed

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Tue Mar 04, 2014 4:58 pm
by .Sup
Thanks for info. When is this supposed to come out?

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Tue Mar 04, 2014 5:01 pm
by RazY70
.Sup wrote:Thanks for info. When is this supposed to come out?
March 18 for Premium (not official)

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Tue Mar 04, 2014 5:05 pm
by matsif
Gwynzer wrote:Looks like the "titan" side of Titan mode is actually simplified. Before you had to Destroy 2 consoles, then destroy 2 more which then allowed you to do direct "damage" like the missiles also did. Instead it looks like it's basically arm and defend 2 MCOMs. Boo.
yeah that's the feeling I'm getting out of it as well, which is really sad although expected.

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Tue Mar 04, 2014 5:13 pm
by RazY70
o1oo1 wrote:More info http://battlelog.battlefield.com/bf4/fo ... 050471362/

-Increased the maxium rank to 120
plus a a lot of tweaks we that might or might not get ported over to pc


new weapons

http://imgur.com/a/275l3
Some fixes are PS4 specific but I assume the tweaks and features will be in PC as well.

-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
So enjoy the staff shell glitch while you can.

-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water
Not sure this is what most had in mind but hey :lol:
phpBB [video]


Plus there are a lot of balance tweaks mentioned that some confirmed were in such as the MAA nerf
http://www.reddit.com/r/battlefield_4/c ... eaks_have/

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Tue Mar 04, 2014 5:26 pm
by Wi1D_K4rD
Gwynzer wrote:Looks like the "titan" side of Titan mode is actually simplified. Before you had to Destroy 2 consoles, then destroy 2 more which then allowed you to do direct "damage" like the missiles also did. Instead it looks like it's basically arm and defend 2 MCOMs. Boo.
I'm still hung up about them calling it Carrier Assault then using an LHD... As a Navy vet who served on a Carrier. I take great offense to someone referring to an LHD as a carrier.

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Wed Mar 05, 2014 9:12 pm
by Bock
DICE did a real hack job implementing a system to get boats back into the water.
phpBB [video]


seewhatididthere?

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Wed Mar 05, 2014 9:16 pm
by matsif
Bock wrote: seewhatididthere?
cut to the point, some of us aren't that sharp

:P

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Thu Mar 06, 2014 12:12 am
by o1oo1
Dice also added balance changes: THIS IS ALL PS4, MIGHT NOT COME TO PC
http://battlelog.battlefield.com/bf4/fo ... 050471362/
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 Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.
-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 MAA’s 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 Helicopter’s 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.

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Thu Mar 06, 2014 12:48 am
by Hgx
Thanks for sharing the info, the announcement is quite old tho. Idk why it took them so long to actually patch the game when they made this patch note like 1 month ago or even more.
(they also fecked up the killcam in PS4 after the latest patch)

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Thu Mar 06, 2014 1:43 am
by Nix
A Chiappa? DICE STAHP.

Re: Naval Strike DLC details - WEAPONS AND TITAN TUTORIAL LE

Posted: Thu Mar 06, 2014 2:29 am
by o1oo1
Hgx wrote:Thanks for sharing the info, the announcement is quite old tho. Idk why it took them so long to actually patch the game when they made this patch note like 1 month ago or even more.
(they also fecked up the killcam in PS4 after the latest patch)
Well the things they posted earlier was to get the community to comment on them and to settle it down a bit. It was all open to change but they didnt happen to change any of it.

IMO the most strange thing is how didnt notice they changed Obliteration to the new infantry mode during the patch.
So thanks ps4 for betatesting that for us.

other important fixes that will change the gameplay somewhat.
-Improved the track vehicles wheel friction so vehicles don’t get stuck at relatively minor hills
-Improved repair rates for vehicles with different base healths
-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
-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots