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Battlefield 4 - Page 27

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Aylear
Profile Blog Joined May 2009
Norway3988 Posts
October 16 2013 13:18 GMT
#521
I wrote down my thoughts on the Battlefield 4 beta. Be warned: it's long, but positive.
TL+ Member
hootsushi
Profile Joined August 2010
Germany3468 Posts
October 16 2013 13:42 GMT
#522
On October 16 2013 22:18 Aylear wrote:
I wrote down my thoughts on the Battlefield 4 beta. Be warned: it's long, but positive.


They removed RPG lock-on? fuck yeah.
Great thoughts, agree with almost every point you made.
Glad I'm not the only one complaining about the stupid debris, which gets me killed way to often. I just wish they would remove the vaulting animation in multiplayer. The first few times it looks amazing and then gets annoying because of how random vaulting appears to work.

Aylear
Profile Blog Joined May 2009
Norway3988 Posts
October 16 2013 13:53 GMT
#523
On October 16 2013 22:42 hootsushi wrote:
Show nested quote +
On October 16 2013 22:18 Aylear wrote:
I wrote down my thoughts on the Battlefield 4 beta. Be warned: it's long, but positive.


They removed RPG lock-on? fuck yeah.
Great thoughts, agree with almost every point you made.
Glad I'm not the only one complaining about the stupid debris, which gets me killed way to often. I just wish they would remove the vaulting animation in multiplayer. The first few times it looks amazing and then gets annoying because of how random vaulting appears to work.


Thanks, man. Yeah, they removed RPG lock-on, which - let's be honest - it was either that or nerf it in some significant way. It brought on far too many problems, and I didn't even go into that in my thoughts because it's moot at this point -- it's gone, and good riddance.

Vaulting took a lot of getting used to, but I don't mind it as much any more. It's when it doesn't work that I start getting frustrated.
TL+ Member
altered
Profile Joined March 2008
Switzerland646 Posts
Last Edited: 2013-10-16 13:55:39
October 16 2013 13:54 GMT
#524
On October 16 2013 22:04 WakaDoDo wrote:
@Alterd.
That 64man obliteration looked fucking amazing from a stream viewers perspective. There was just BF-moments after BF-moments because all the players and vehicles clusterd together. How was it as a player? I imagine it could be quite difficult .


It was fun to play actually though we didnt play totally serious when the serverr was changed to obliteration. One thing is shure though you die a lot and you die fast, especially with so many good players in the server.
I still prefer 32 man obliteration makes it a little less clusterfuck. In general i like obliteration its basically a improved capture the flag. Though there are some problems with it, you can go into the enemy base and steal vehicles since there are no redzones in that mode (i think DICE made that to prevent players stealing the bomb and hide it in the base). Theorerically the SAA should prevent the vehicle stealing but 1. the chinese SAA didnt work in beta and 2. the SAA isnt placed well enough. We also found out that there is a special kind of TUGS in the base in obliteration that autospots every enemy that is hiding there (it wasnt there from the start but dice patched that in). Either way i enjoyed Obliteration more than i thought i would and that gamemode definitely has some potential to produce epic pub gameplay and even good organized matches. But i still prefer Conquest, in beta i just plalyed obliteration so much because i wanted to be Nr1 MAA in the leaderboards wich i managed to do with over 2500 MAA kills.


EDIT: Just heard they removed RPG lockon, and im really happy about that.
Does Flash dream of electric Romeo?
altered
Profile Joined March 2008
Switzerland646 Posts
October 16 2013 14:43 GMT
#525
On October 16 2013 22:18 Aylear wrote:
I wrote down my thoughts on the Battlefield 4 beta. Be warned: it's long, but positive.



I agree with most things you wrote. Though i dont share your thoughts on Squadperks i like the way they are going with them, it encourages teamplay and it allows everyone in the squad to specialise themselves more. In BF3 not all the members of a squad had the same role and the need for the same perks now everyone can chose the perk tree he needs most. In general the perks are easy to acuire (you get points for it by doing stuff you do anyways like healing or giving ammo to squadmates) and the "brobar" gives you more reason to stay alive when you are the last man. They could still improve it though, some actions for example give you too much / too few "brobar" points. Repairing a squadmate in a vehicle for example almost instantly fills up the brobar. Granted if you are stuck with noobs in a squad it might be annoying that you will never get more than one or 2 perks (since noone will give/follow orders or run away to do their own thing) but if you think about it, its not much different than in BF3 where you were stuck in squads that were running tripple sprint.
I share your opinions that the levolution doesnt do much on SoS but maybe thats different on other maps. It doesnt do nothing though, bringing down that tower has a huge strategical impact since the tower allows to drop on backflags and control the sky for the team that does hold it. However its does not add much strategical decicionmaking since the team that doesnt hold C will always have a interest in taking C down ASAP since there is practically no way to win a match if the enemy holds C and the tower is still up.
I also agree that it would be nice to have more destruction, not necessarily BC2 like where you could just flatten the map but i really miss the rubble. I dont understand why dice took away the possibility to kill with rubble on a map like SoS its very similar to SeineCrossing where rubblekills were a nice addition to the gameplay.
I dont mind killcam that much in pubs and in comp it will be off in every league anyways, also there is always HC and with the new preset system (official, ranked, unranked) there is a chance that we will see more ranked servers with killcam turned off (or even 3dspotting turned off).
I couldnt agree more with what you said about HUD icons its just too much glowing shit and often it makes it impossible to see whats in front of you.
No platoons until early 2014 thats just stupid i agree. Why couldnt they just keep the existing platoons until they made the new system? As a comp player, platoons were something we used to communicate with our opponents and more importantly find them and check out their players. Also it was a great tool to structure a team into full members, recruits, fans and so on.
Battlerecorder was something i really hoped for too, sad that it isnt in the game but some DICE dude said it might be added later on. I dont really think it will but you can always hope. Atleast we got spectator mode wich is actually well made. Fun fact, we already catched a cheater with it, and even if the spec mode isnt great for catching cheaters (first person view doesnt update enough to be used for that) occasionally it will be used for it. And its a great tool for broadcasting matches, definitely a improvement over the 3rd party mod we had in BF3 to do that.

Does Flash dream of electric Romeo?
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
October 16 2013 15:55 GMT
#526
@altered, I won't quote your entire post in response because that'd be an unnecessary wall of text, so suffice to say that I concede some of your counterpoints (C/scraper destruction mattering more than I gave it credit to). Thanks for the response, it's interesting to hear your comments.
TL+ Member
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
October 17 2013 05:17 GMT
#527
http://blogs.battlefield.com/2013/10/thanks-for-bf4-beta-feedback/

[DICE] Vincent Vukovic | 166 comments

We want to take this opportunity to thank everyone that has played the Battlefield 4 Beta! Your feedback has been crucial in testing the underlying infrastructure and reporting both bugs and balancing issues to ensure a smooth launch on October 29. In this blog post, we want to bring up some of the key findings and how we’re addressing these for the launch of Battlefield 4. Thanks again for playing and keep the feedback coming on the Battlelog Beta forums.

Low frame rate/stuttering
PC players may have experienced trouble in the Beta getting the game running at a good frame rate. Rest assured that we’re using the information we received to optimize the performance for the launch of the game. We also released three game client updates and a number of game server updates during the Beta to address some of these issues and to gather more information to ensure a smoother launch.

Stuck on loading screen
We have identified some of the reasons why players, mainly on PC, were getting stuck on the loading screen and are currently working around the clock to decrease the rate at which this occurs. The latest PC patch for the Beta helped for some players and we are confident we will be able to minimize this issue for launch.

High CPU usage during the Beta
CPU usage could sometimes skyrocket for dual, quad and six-core processors. We identified some of the reasons and released three patches with fixes that went live during the Beta, to address the problems. This was a true Beta, and as such all the crash reports that were generated during this period will actually help us make a better game.

Controller layouts (X360/PS3)
We’ve increased the available controller options in Battlefield 4, including the new controller layout and multiple alternatives that we hope will make you feel right at home. If you’re more comfortable with the controls from Battlefield 3, we’ve got you covered. Just by bringing up the options menu, you can choose the “Legacy” layout, which is similar to that in Battlefield 3.

Empty server listings (X360/PS3)
While in the Server Browser you may have seen lists of empty servers. By changing the filter options, you’ll be able to find populated servers that you can join. You can also use the “Quick Match” function to quickly get into the action.

The elevator catapult (All platforms)
Although an interesting concept, elevators were never designed to act as a catapult or teleporter. The bug where the elevator button would catapult you up into the air is fixed for the final game. But we did enjoy all the crazy videos you’ve posted. Thanks!

Gameplay balancing
We are still balancing gameplay, and in true DICE fashion will continue to do so well after the release of Battlefield 4. Below are just some of the gameplay changes based on your feedback that we’re making in time for the launch of the game.

Infantry Changes
-Fixed how the player only receives a single local damage sound effect if he or she was the victim of a quick, clean kill. The sound and camera impact effect had too long a cool down between hits. This should improve the responsiveness of being killed and taking damage.

-Reduced the fire rate of the AK12 in burst from 1000rpm to 750rpm. The rate of fire was too high when combined with the low recoil of the weapon, making it more powerful than intended in burst mode.

-Tweaked the compensator and muzzle brake so they’re properly less accurate in sustained automatic fire.

-Reduced and rebalanced full auto accuracy based on rate of fire for all automatic weapons to balance low ROF weapons. Low ROF weapons were remaining accurate long enough to get easy kills outside of their intended optimal range.

-Increased the default throw distance of the portable ammo and med packs. This makes it easier to throw these packs to teammates.

-Portable ammo packs now reload 2 magazines of bullets instantly and up a total of 4 magazines per pack over time. The player must stay on top of the ammo pack in order to benefit from all of the ammo reloading. Grenades, RPG’s, and other explosive launchers do not benefit from the instant reload function of the Ammo Pack.

-Increased the muzzle flash of the 25mm and 40mm launchers to make their threat position more visible.

-Fixed an issue where the knife stab didn’t align with the kill event.

-The revive time has been increased from 7s to 10s.

Vehicle Changes
-Fixed some descriptions of weapons for vehicles that incorrectly described the function of the weapon.

-Increased the damage of the Stinger and IGLA to 3 hits to kill attack choppers (was 25%, now 35%).

-Increased the speed of all TOW guided missiles to 75m/s from 50m/s so they can catch-up to fast vehicles like the Quad bike.

-Increased the sustained fire accuracy of the Coaxial LMG on armored vehicles because it was underpowered.

-Reduced the damage the 40mm and 25mm infantry weapons do to armored vehicles to highlight their anti-infantry role.

-Reduced the damage main gun on the IFVs against other armor to highlight their primarily anti-infantry role.

-Fixed an issue where the tank main gun did not correctly hit the center of the crosshair at all times.

-Multiple options are now available for controlling how your vehicles steer with a joystick on all platforms, as well as improved the responsiveness of steering while accelerating.

Locking Weapon Changes
-RPG7 and SMAW can no longer lock on to Laser Designated Targets. It was inauthentic and not balanced.

-Fixed some projectiles not warning vehicles when they were fired on a Laser Designated target. Reduced the lock on distance for RPGs, SMAW, and MBT LAW missiles to 350m from 500m. This gives the IGLA the clear long range AA role for soldiers, and keeps the team play element of Laser Designation.

-All Laser Designated missiles now do a maximum of 90% damage to Attack and Scout helicopters (down from 100%). This was done to give helicopters a chance to use their Fire Extinguisher countermeasure even against Laser Designated weapons.

General Changes
-The kill string in the score log now appears sooner, making the UI more responsive to a kill event.

-The aim assist on X360/PS3 has been tweaked to be more consistent at all ranges. The assist was over powerful at close range, and not powerful enough at medium range. Players should now find that close combat requires much more player input and the snap to a target is far less forgiving. At medium range the player should experience a bit more assistance tracking targets, but generally still reduced aim assist effectiveness.

PC Specific Changes
-Fixed a string in On Foot PC key bindings that should have read “CROUCH (TOGGLE) / PRONE (HOLD)”.

-Removed an unused “Underslung” key binding on PC, the “Select Gadget 1″ key binding now controls both of these actions as expected.

Tags: Battlefield 4 | Battlefield 4 Beta


This is really damn good. There are a few omissions (they haven't fixed the helicopter heatseeker won't fire bug, for instance), but a lot of my complaints have been addressed here. I love that revive time has been increased, the weapon balancing seems absolutely spot on from what I can tell, ammo packs are better, Stingers do more damage to attack helicopters (kills in 3 up from 4)... I think I can really start getting excited here.
TL+ Member
altered
Profile Joined March 2008
Switzerland646 Posts
Last Edited: 2013-10-17 11:06:53
October 17 2013 11:05 GMT
#528
I like the changes in general

-Reduced the fire rate of the AK12 in burst from 1000rpm to 750rpm. The rate of fire was too high when combined with the low recoil of the weapon, making it more powerful than intended in burst mode.

AK12 burst really needed a nerf. Down to 750 rpm sounds like a overnerf though but we will see.


-Fixed an issue where the tank main gun did not correctly hit the center of the crosshair at all times.

Im very happy about that

-RPG7 and SMAW can no longer lock on to Laser Designated Targets. It was inauthentic and not balanced.

-Fixed some projectiles not warning vehicles when they were fired on a Laser Designated target. Reduced the lock on distance for RPGs, SMAW, and MBT LAW missiles to 350m from 500m. This gives the IGLA the clear long range AA role for soldiers, and keeps the team play element of Laser Designation.

This doesnt make sense, the two notes contradict themselves. did they remove rpg lockon or did they reduce the range? Also in beta rpg lockonrange was 300m and stinger lockon range was 350m no idea where that 500m comes from. I hope its just a typo and they relly removed the rpg lockon.

-Increased the damage of the Stinger and IGLA to 3 hits to kill attack choppers (was 25%, now 35%).

Stingers did 30% not 25% damage in beta, probably a typo.
Does Flash dream of electric Romeo?
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
Last Edited: 2013-10-17 11:10:14
October 17 2013 11:09 GMT
#529
On October 17 2013 20:05 altered wrote:
Show nested quote +
-RPG7 and SMAW can no longer lock on to Laser Designated Targets. It was inauthentic and not balanced.

-Fixed some projectiles not warning vehicles when they were fired on a Laser Designated target. Reduced the lock on distance for RPGs, SMAW, and MBT LAW missiles to 350m from 500m. This gives the IGLA the clear long range AA role for soldiers, and keeps the team play element of Laser Designation.

This doesnt make sense, the two notes contradict themselves. did they remove rpg lockon or did they reduce the range?


RPG7 lock-on (the Engineer starter weapon) has definitely been removed. I read the rest as meaning "other lock-on weapons in general", but the RPG is back to being a dumbfire missile now. I agree that it was poorly worded, however.
TL+ Member
Brett
Profile Blog Joined October 2002
Australia3820 Posts
October 26 2013 06:42 GMT
#530


Cannot fucking wait for this game!

Looking and sounding great. Hopefully they've ironed out the performance issues completely!
Wiggins8
Profile Joined October 2013
Germany107 Posts
October 26 2013 17:56 GMT
#531
You can preload the Game now with a Asia or NA VPN.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
October 26 2013 18:18 GMT
#532
On October 27 2013 02:56 Wiggins8 wrote:
You can preload the Game now with a Asia or NA VPN.



Yes and you can start playing monday with a VPN as well :D
When I think of something else, something will go here
anatase
Profile Joined May 2010
France532 Posts
October 26 2013 20:58 GMT
#533
I dunno if BF3 or any BF had a TL clan/team/tag but I could be great to hang out on some chopper with TL fellow, waddayathink ?
irninja
Profile Blog Joined June 2010
United States1220 Posts
Last Edited: 2013-10-27 06:20:59
October 27 2013 06:20 GMT
#534
On October 27 2013 05:58 anatase wrote:
I dunno if BF3 or any BF had a TL clan/team/tag but I could be great to hang out on some chopper with TL fellow, waddayathink ?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=429539

Granted the 3 platoons I ran for Team Liquid were all US-based. You could certainly try getting together an EU group.
www.teamlegacy.net | MMO junkies
Ksi
Profile Joined May 2010
357 Posts
October 27 2013 07:28 GMT
#535
I hate reposting something I threw on the let's play thread, but here it is:

Has the new netcode fixed some of these Battlefield 3 issues? e.x:

1. Dying two seconds after you've taken cover due to magical lag-delayed bullets.
2. Getting hit by what seems like 10 bullets simultaneously and dying instantly.
3. Being certain that you just shot someone to death, only to find out the server flagged you as dead before you even fired since your death was determined a second ago, but the server had yet to tell you you were even shot at.
4. Actually having an advantage by joining a high ping server since you could kill them before they received any indication from the server that they were being shot at.

Ultimately, I found it absolutely ridiculous how it was actually optimal to join a server with 200+ ping, since the client side hit registration meant that you could get off about 5 or 6 "free" shots at someone before the server could even notify them about it through sound effects, damage markers, tracers...etc. The frustration of going from 100% hp to dead with literally zero opportunity to either take cover or shoot back was by far the worst part of Battlefield 3.
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
October 27 2013 08:13 GMT
#536
On October 27 2013 16:28 Ksi wrote:
I hate reposting something I threw on the let's play thread, but here it is:

Has the new netcode fixed some of these Battlefield 3 issues? e.x:

1. Dying two seconds after you've taken cover due to magical lag-delayed bullets.

Mostly. From what I could tell in the beta, it still happens, but it happens a lot less. The netcode is better, but not great.

2. Getting hit by what seems like 10 bullets simultaneously and dying instantly.

Like getting headshot?

3. Being certain that you just shot someone to death, only to find out the server flagged you as dead before you even fired since your death was determined a second ago, but the server had yet to tell you you were even shot at.

You mean lag plays a part in online games without hitscan weapons? Fuck me sideways with a helicopter collective.

4. Actually having an advantage by joining a high ping server since you could kill them before they received any indication from the server that they were being shot at.

See previous statement.

Ultimately, I found it absolutely ridiculous how it was actually optimal to join a server with 200+ ping, since the client side hit registration meant that you could get off about 5 or 6 "free" shots at someone before the server could even notify them about it through sound effects, damage markers, tracers...etc. The frustration of going from 100% hp to dead with literally zero opportunity to either take cover or shoot back was by far the worst part of Battlefield 3.

Play on servers that kick you for 140ms+.

These are all hyperbolic variants of the same problem (in-game lag). See point 1: The netcode is better, but not great. You will have a more positive experience across the board this time around, but if you're determined to hate it and are looking for confirmation bias, don't let me stop you.
TL+ Member
Ksi
Profile Joined May 2010
357 Posts
Last Edited: 2013-10-27 10:13:33
October 27 2013 10:11 GMT
#537
On October 27 2013 17:13 Aylear wrote:
Show nested quote +
On October 27 2013 16:28 Ksi wrote:
I hate reposting something I threw on the let's play thread, but here it is:

Has the new netcode fixed some of these Battlefield 3 issues? e.x:

1. Dying two seconds after you've taken cover due to magical lag-delayed bullets.

Mostly. From what I could tell in the beta, it still happens, but it happens a lot less. The netcode is better, but not great.

Show nested quote +
2. Getting hit by what seems like 10 bullets simultaneously and dying instantly.

Like getting headshot?

Show nested quote +
3. Being certain that you just shot someone to death, only to find out the server flagged you as dead before you even fired since your death was determined a second ago, but the server had yet to tell you you were even shot at.

You mean lag plays a part in online games without hitscan weapons? Fuck me sideways with a helicopter collective.

Show nested quote +
4. Actually having an advantage by joining a high ping server since you could kill them before they received any indication from the server that they were being shot at.

See previous statement.

Show nested quote +
Ultimately, I found it absolutely ridiculous how it was actually optimal to join a server with 200+ ping, since the client side hit registration meant that you could get off about 5 or 6 "free" shots at someone before the server could even notify them about it through sound effects, damage markers, tracers...etc. The frustration of going from 100% hp to dead with literally zero opportunity to either take cover or shoot back was by far the worst part of Battlefield 3.

Play on servers that kick you for 140ms+.

These are all hyperbolic variants of the same problem (in-game lag). See point 1: The netcode is better, but not great. You will have a more positive experience across the board this time around, but if you're determined to hate it and are looking for confirmation bias, don't let me stop you.


Well, I'm glad to hear that it's improved.

I actually kind of preferred Bad Company 2's server side netcode. Sure it had its drawbacks (you had to fire an extra 4 shots into someone before you could be sure he was dead), but it seemed to offer a more consistent experience. Plus, since you weren't hit by 10 lag delayed bullet simultaneously, it allowed a wonderful interplay between the shooter and shootee. Where one guy tries to dive for cover while the other one is forced to adjust his aim. I felt like it made kills more difficult to earn, but also more satisfying. I just want to know if DICE ended up striking some sort of happy medium between BF3 and BC2's netcode, and how well they might have mitigated the issues BF3 had with its client side hit detection.
vrok
Profile Joined August 2009
Sweden2541 Posts
Last Edited: 2013-10-27 13:37:54
October 27 2013 11:06 GMT
#538
Might have been posted already, but if you want the best possible price on BF3.4, 499 Mexican pesos, check this out:

http://www.reddit.com/r/Battlefield/comments/1p9hwu/bf4_for_anyone_who_hasnt_preordered_yet_and_want/

I can confirm that it works. Remember to allow third party cookies.
"Starcraft 2 very easy game" - White-Ra
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
October 27 2013 12:05 GMT
#539
On October 27 2013 19:11 Ksi wrote:
Show nested quote +
On October 27 2013 17:13 Aylear wrote:
On October 27 2013 16:28 Ksi wrote:
I hate reposting something I threw on the let's play thread, but here it is:

Has the new netcode fixed some of these Battlefield 3 issues? e.x:

1. Dying two seconds after you've taken cover due to magical lag-delayed bullets.

Mostly. From what I could tell in the beta, it still happens, but it happens a lot less. The netcode is better, but not great.

2. Getting hit by what seems like 10 bullets simultaneously and dying instantly.

Like getting headshot?

3. Being certain that you just shot someone to death, only to find out the server flagged you as dead before you even fired since your death was determined a second ago, but the server had yet to tell you you were even shot at.

You mean lag plays a part in online games without hitscan weapons? Fuck me sideways with a helicopter collective.

4. Actually having an advantage by joining a high ping server since you could kill them before they received any indication from the server that they were being shot at.

See previous statement.

Ultimately, I found it absolutely ridiculous how it was actually optimal to join a server with 200+ ping, since the client side hit registration meant that you could get off about 5 or 6 "free" shots at someone before the server could even notify them about it through sound effects, damage markers, tracers...etc. The frustration of going from 100% hp to dead with literally zero opportunity to either take cover or shoot back was by far the worst part of Battlefield 3.

Play on servers that kick you for 140ms+.

These are all hyperbolic variants of the same problem (in-game lag). See point 1: The netcode is better, but not great. You will have a more positive experience across the board this time around, but if you're determined to hate it and are looking for confirmation bias, don't let me stop you.


Well, I'm glad to hear that it's improved.

I actually kind of preferred Bad Company 2's server side netcode. Sure it had its drawbacks (you had to fire an extra 4 shots into someone before you could be sure he was dead), but it seemed to offer a more consistent experience. Plus, since you weren't hit by 10 lag delayed bullet simultaneously, it allowed a wonderful interplay between the shooter and shootee. Where one guy tries to dive for cover while the other one is forced to adjust his aim. I felt like it made kills more difficult to earn, but also more satisfying. I just want to know if DICE ended up striking some sort of happy medium between BF3 and BC2's netcode, and how well they might have mitigated the issues BF3 had with its client side hit detection.


If you're still concerned about the netcode, you can always hold off on the purchase for a week until you hear back from people whose opinions on the matter you trust. I can drop by a few days down the line and give you my impressions, but I'm not as bothered by it as you are.
TL+ Member
oob
Profile Blog Joined June 2008
Sweden630 Posts
October 27 2013 15:13 GMT
#540
Im definetly pumped for this! Put down around 600 hours on bf3, with 32v32s and cevo shit and this will most likely get even better! My team is also currently looking into getting a new eu squad so if people are clanless and want to experience big scale clanwars feel free to pm me and we'll get it sorted. If we get enough eu people I would love to start doing some competitions as I've only done it on 140+ ping US servers so far
Happiest man on earth
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