PS4 Battlefield 1

  • Autore discussione Autore discussione Jack 95
  • Data d'inizio Data d'inizio
ps4 retail
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Durata del gas passa da 22 a 15 secondi... era anche ora

Inviato dal mio iPad utilizzando Tapatalk

 
Durata del gas passa da 22 a 15 secondi... era anche ora

Inviato dal mio iPad utilizzando Tapatalk
Ma non credo che sarà un cambiamento cosi rilevante per ridurre il fastidio che alcuni sentono, alla fine è il range d'azione ad essere ampio e 15 secondi sono più che sufficiente per il rifornimento, quindi essendo supporto o avendo un supporto vicino si può mantenere un'area sotto gas all'infinito, sarebbe stato meglio ridurre il range.

Comunque tanto era poco influente prima, lo sarà ancora di più adesso, meglio il fuoco.

 
Ultima modifica da un moderatore:
I pompa soprattutto quello A-10 è uno dei peggiori mali del gioco e la mia considerazione per chi li usa è meglio che non la esprimo, potrei essere offensivo :rickds:

 
I pompa soprattutto quello A-10 è uno dei peggiori mali del gioco e la mia considerazione per chi li usa è meglio che non la esprimo, potrei essere offensivo :rickds:
A me fanno tenerezza quelli che li usano dopo la patch, se non ti beccano completamente li vedi sparare 2-3 colpi a manco 3mt e tu che li finisci in un attimo:rickds:

Alla fine era normale che li potenziassero un po.

 
Ultima modifica da un moderatore:
A me fanno tenerezza quelli che li usano dopo la patch, se non ti beccano completamente li vedi sparare 2-3 colpi a manco 3mt e tu che li finisci in un attimo:rickds:
Alla fine era normale che li potenziassero un po.
Un motivo in piü per non prendere il premium :sisi:

Dovrei spendere 50€ per i DLC e ritrovarmi mappe pro pompa? compro altro mi sa :sisi:

 
Un motivo in piü per non prendere il premium :sisi:
Dovrei spendere 50€ per i DLC e ritrovarmi mappe pro pompa? compro altro mi sa :sisi:
Ma finora solo una mappa è adatta veramente all'uso dei fucili a pompa nel gioco e nel primo dlc sembra che ce ne sarà solo un'altra, comunque lo dovremmo sapere prima del previsto come saranno le mappe visto che saranno testate sul CTE.

Poi i bilanciamenti fatti non rendono certo i fucili a pompa un granché, alla fine saranno un po come adesso solo che da vicino dovrebbero essere più spesso 2 colpi invece che 3-4 se non colpiscono bene col primo colpo.

 
Ultima modifica da un moderatore:
Non mi apre il Link quali sarebbero le modifiche più massicce? Ho letto che nerfano le lmg è così? :morristend:

 
Ultima modifica da un moderatore:
Non mi apre il Link quali sarebbero le modifiche più massicce? Ho letto che nerfano le lmg è così? :morristend:
Ma hanno solo aumentato il rinculo orizzontale su lewis e benet del 10% mentre si mira e del 14,3% sulle versioni assalto di madsen benet mg15 e bar, non un gran nerf.

Qui trovi tutta la patch del CTE

Battlefield 1 CTE Patch 1 [3211582]

Welcome to the first patch notes on the BF1 CTE. This is where we get the chance to experiment with features and content to see how everyone likes it, before exposing it to the whole Battlefield community. You are among the first players to test the contents of this patch, and we hope you will like it. In this patch we’re bringing back the ever popular ribbons from previous Battlefield titles. We are also increasing the max class rank to 50.

Read below to find out more about the contents of this patch.

Ribbons

You will now be able to collect ribbons as you play. There are 20 different ribbons to collect, and each time you get a ribbon you also receive a 500XP. The ribbons are designed to promote good teamplay and playing the objective. If you have suggestions for other ribbons you’d like us to add, we’re always listening!

Elite Codices

It is now possible to unlock an Elite Codex for eight of the available primary weapons in the game. All you need to do is get 500 more kills per weapon. Not only will you get a shiny Elite Codex, but you will also be awarded 25000 bonus XP. Not bad when you’re chasing those new max class ranks.

Increased Max Class Ranks

The new max class rank will be 50. When you hit 50, you will be granted some extra nice class flair in the kill card to really taunt your fallen foes.

Servers

We’ve added the feature to vote for the next map after a match is over. Players on the server will get two options to vote for, and whichever alternative gets the most votes will be the next map. The options will be randomly selected from the server’s map rotation. This is done during the Victory-screen, so no extra time between rounds has been added. This feature may be turned off initially, and some servers will never have it.

Those are the major features we’re adding, along with a bunch of bug fixes and other tweaks listed below.

Vehicles

Fixed tank driver weapon visuals not functioning correctly for other players when the driver uses a 3p camera.

Fixed an issue where the Heavy Tank would not show on the minimap when firing like other vehicle. *Reduced the cooldown of gas abilities on vehicles to 25 seconds to make up for reduced gas duration. *Fixed issue where multiple tanks could become available to a team when they shouldn't be.

Fixed some parts of vehicles that were improperly placed in front of 1p cameras when taking or repairing damage to them.

UI

Fixed an issue where the Warbond symbol overlapped the amount of availible warbonds in Arabic language.

Fixed an issue where the kill log would be visible in the deploy screen in Hardcore mode.

Fixed an issue where player nametag would not show in the kill log for some type of kills.

Improved the logic for fading out crosshairs and UI when aiming down sights.

Fixed english spelling error for magnification.

Kit rank progress bar now becomes invisible once you reach max rank.

Fixed issue where amount of warbonds could overlap UI container.

Fixed an issue where players would join an Operation when it had progressed too far, almost at the end.

Improved performance in the menu system.

Tweaked design of friends list.

Player will now track first medal by default.

RSP server information will now display owner of server.

Now sorts regular servers below RSP servers in the server browser.

Added server information in ...-menu.

Fixed a bug where joining server animation started twice when joining server.

Fixed a bug where the user remained in hang after failing to join a server.

Fixed a bug where the tracked medal was not highlighted.

Fixed a bug where players were unable to see the highlighted text in end of round.

Fixed a bug where the party hub did not update party members.

Fix back animation of white part on personalized recommendation cards.

Fixed issue where underwater sounds could get stuck on land.

Fixed issue where the player could move on top of the map on Argonne Forest.

Fixed a bug where personalized recommendation cards would not fade.

Fixed a bug where the context menu was misaligned when the user clicked on it for the first time.

Fixed a bug where players could scroll using "R" in the the comcenter on console.

Fixed a bug where the end of round countdown stoped when quickly navigating through the tabs.

Fixed a bug where the mouse scroll did not work in list of recommendation cards.

Fixed a bug where content moved around in the menu when players were spamming down on the d-pad.

Fixed a bug where stats updated after reentering the weapons page.

Fixed issue where XP boost could overlap UI container.

Fixed a bug where the highlight was broken after the user selected a vehicle with service star in the vehicle tab.

Fixed a bug where it was not possible to inspect skins in the Inventory.

Fixed a bug where Standard Battlepack real-money price sometimes did not show up.

Fixed 7 UI related crash bugs.

Fixed several localization issues.

Map Adjustments

Fixed an issue with floating debris after destroying a table.

Fixed an issue where players could get stuck in a table.

Player will no longer clip through the visual mesh of windmill interiors.

Grenades and dynamite will no longer fall through the floor of the windmill balcony.

Removed flickering effect on tall wooden fences.

Destruction fixed between tall wooden fence parts.

Vehicle selection is now disabled while the preound countdown is running in order to provide a more fair selection process for vehicles.

Increased the time for re-selecting invalid deploy points from 3 to 10 seconds to avoid 100% automatic reselection when squad members are under fire.

Fixed a bug where players were prompted with "Matchmaking failed" when switching between Quickmatch modes.

Fixed a bug where players were unable to invite to party from comcenter after booting the title via party game invite with a 6+ people party.

Fixed a bug where players were left in hang when dismissing the "Matchmaking Failed" while the "you have no scraps" prompt was active in loading screen.

Fixed a bug where players entered an unplayable state when attempting to join a game session via the Xbox friend's tab.

Fixed Conquest spawn locations on Suez. Moved one up so player no longer spawns under ground, moved another out of a tree.

Fixed issue where Hint Line for train did not disappear after performing indicated action or even leaving the behemoth on Conquest, Suez.

Weapons

Side gun meshes weren't rendering for 3p spectators depending on which weapon was used and if that particular seat was spectated.

Fixed an issue with the "Tankghewehr 1918" Elite weapon replenished ammo after picking up any dropped weapon kit.

Bayonet charge kills should now properly award service stars.

Fixed illogical behavior when using K Bullets with the Martini-Henry.

Increased long reload time of Autoloading 8 .25 Extended from 2.9 to 3.066 s.

Improved Selbstlader 1906 aimed accuracy, reduced recoil and decreased spread.

Increased horizontal recoil of Lewis Optical and M1909 Optical by 10% when ADS.

Upped recoil decrease of "Low Weight" Self-loading rifles from 6 to 7.

Increased damage of the Martini-Henry between 30 and 80 meters slightly.

Reduced the damage of impact grenades from 80 to 72"

Tweaked the damage behavior of the 12 g Automatic shotgun to balance all variants better against each other:

Extended: Increased pellet cone from 1.6 to 1.8 degrees. Should now two hit kill a healthy target up to about 18 meters.

Backbored: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 19 meters.

Hunter: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 21 meters.

All: Moved out damage dropoff by 1 m and added damage curves.

Model 10-A Slug changes:

Reduced aimed dispersion from 0.3 to 0.24 when stationary and from 0.50 to 0.48 when moving.

Increased muzzle velocity from 380 to 420.

Reduced damage against gut, arms and legs.

Added ability to kill a healthy target with shots to the gut or upper arms within 8 meters.

Increased lethal range from chest shots from 10 to 11 meters.

Evened out recoil direction.

Increased No.3 Revolver rate of fire in ADS from 119 to 138.

Added missing tiered reloading to flash flares.

Fixed issue with tiered reloading in the Mle 1903.

Corrected Frommer Stop Auto magazine capacity from 14+1 to 15+1. *Corrected errors in moving dispersion for crouched hipfire on shotguns.

Retune of Revolver No 3 reload audio to match new animation. Added hammer cocks to firing animation.

Retune of Luger1906 Reload Audio to match new animation.

Automatico M1918 sometimes showed the wrong name (it was called Modello 1918 in a few places).

The Tankgewehr now resupplies 4 rounds at once.

Made damage of the Russian 1895 Trench and Horse drop slower to give them a slightly better 2 hit kill range.

Retuned audio on Gasser reload to match new animation. Added hammer cock/decock to Deploy and Undeploy to match animation.

Fixed an issue with the M1911 cylinder animation so that it now matches the bullet count.

Tweaked post reload delays to better match animations on the following weapons:

Cei-Rigotti 0.4 to 0.6 s.

Mondragon 0.5 to 0.5667 s.

Selbstlader 1906 0.8 to 1.0667 s.

Bodeo 1.1 to 1.0 s.

Bulldog 1.0 to 1.1 s.

Increased horizontal recoil by 14.3% on the following weapons:

Automatico Trench

Hellriegel Factory

M1909 Storm

Madsen Storm

MG15 Storm

BAR Storm

Reduced horizontal recoil of some self-loading rifles:

Autoloading 8 0.6 to 0.4.

Cei-Rigotti 0.64 to 0.56.

M1907 SL 0.84 to 0.7.

Upped recoil decrease of "Low Weight" Self-loading rifles from 6 to 7.

Increased damage of the Martini-Henry between 30 and 80 meters slightly.

Reduced the damage of impact grenades from 80 to 72"

Made damage of the Russian 1895 Trench and Horse drop slower to give them a slightly better 2 hit kill range.

Retuned audio on Gasser reload to match new animation. Added hammer cock/decock to Deploy and Undeploy to match animation.

Fixed an issue with the M1911 cylinder animation so that it now matches the bullet count.

Spectator

Fixed an issue in Spectator where a 1P overlay appears for spectators viewing players in fortress guns in 3P or when spectating the artillery truck driver in 3P while the driver zooms.

New button added in Spectator mode to view the gamer card of a spectated player.

Added button labels to the view modes in Spectator mode for PS4/Xbox One.

Bayonet recharged sound could trigger from any soldier on spectator clients. This should now only occur for spectated soldiers.

Added extra check for "not team neutral" to gate announcer VO when in Spectator mode Freecam or Tabletop views.

Added gates to Impaired Hearing Mixer, Low Health Mixer, Gas Supression Mixer to not activate for spectators in freecam/tabletop view.

Added extra checks for Low Health and Gas Supression SFX/mixers to start if spectator enters player view while SFX/mixers should be active.

Possession announcer VO will now not play for freecam and tabletop spectators.

Fixes Pre-EOR music not activating for spectators (all game-modes).

Gated "Lost Objective" VO to not play for spectators in Conquest/Breakthrough/Domination.

Fixed corrupted VFX when players shoot the Flare Gun in all camera modes.

Fix for parts of the train disappearing while spectating a player in the train in 3rd person or director.

Fixed the Spectator boundaries to be the same as the plane boundaries on Giant's Shadow.

Fixed a spectator bug with the behemoth icon staying at the center of the screen if you exit player view mode before it is moved to the final position at the top of the screen.

Fixed an issue where the option "show player outlines"/Squad Pin stopped working when switching through players.

Fixed an issue where the player could not select the numbered freecam they were just on from a drop camera.

Fixed a bug where Battlepacks and Medals were present in loading screen when joining as Spectator.

Fixed a bug where players did not receive the option to join friend as spectator on consoles from comcenter.

Gameplay

Fixed errors where Elite Kits had unintentionally high health regeneration delays and carried too many grenades.

Improved cavalry victim experience. You should no longer get killed by cavalry using a saber from multiple meters away.

Increased the threshold for suppression effects to prevent suppression from occuring too early.

Reduced gas duration from 22 to 15 seconds.

Tweaked suppression effects and low health visuals.

Fixed VO issue in Rush when defenders have interacted with telegraph to send enemies coordinates.

Controls

Fixed PC custom keybindings not properly remapping for Behemoths.

CUSTOM GAMES / RSP

Added custom game setting to toggle Behemoth on/off.

Added custom game setting to toggle Squad Leader Only Spawn.
 
Ma hanno solo aumentato il rinculo orizzontale su lewis e benet del 10% mentre si mira e del 14,3% sulle versioni assalto di madsen benet mg15 e bar, non un gran nerf.
Qui trovi tutta la patch del CTE

Battlefield 1 CTE Patch 1 [3211582]

Welcome to the first patch notes on the BF1 CTE. This is where we get the chance to experiment with features and content to see how everyone likes it, before exposing it to the whole Battlefield community. You are among the first players to test the contents of this patch, and we hope you will like it. In this patch we’re bringing back the ever popular ribbons from previous Battlefield titles. We are also increasing the max class rank to 50.

Read below to find out more about the contents of this patch.

Ribbons

You will now be able to collect ribbons as you play. There are 20 different ribbons to collect, and each time you get a ribbon you also receive a 500XP. The ribbons are designed to promote good teamplay and playing the objective. If you have suggestions for other ribbons you’d like us to add, we’re always listening!

Elite Codices

It is now possible to unlock an Elite Codex for eight of the available primary weapons in the game. All you need to do is get 500 more kills per weapon. Not only will you get a shiny Elite Codex, but you will also be awarded 25000 bonus XP. Not bad when you’re chasing those new max class ranks.

Increased Max Class Ranks

The new max class rank will be 50. When you hit 50, you will be granted some extra nice class flair in the kill card to really taunt your fallen foes.

Servers

We’ve added the feature to vote for the next map after a match is over. Players on the server will get two options to vote for, and whichever alternative gets the most votes will be the next map. The options will be randomly selected from the server’s map rotation. This is done during the Victory-screen, so no extra time between rounds has been added. This feature may be turned off initially, and some servers will never have it.

Those are the major features we’re adding, along with a bunch of bug fixes and other tweaks listed below.

Vehicles

Fixed tank driver weapon visuals not functioning correctly for other players when the driver uses a 3p camera.

Fixed an issue where the Heavy Tank would not show on the minimap when firing like other vehicle. *Reduced the cooldown of gas abilities on vehicles to 25 seconds to make up for reduced gas duration. *Fixed issue where multiple tanks could become available to a team when they shouldn't be.

Fixed some parts of vehicles that were improperly placed in front of 1p cameras when taking or repairing damage to them.

UI

Fixed an issue where the Warbond symbol overlapped the amount of availible warbonds in Arabic language.

Fixed an issue where the kill log would be visible in the deploy screen in Hardcore mode.

Fixed an issue where player nametag would not show in the kill log for some type of kills.

Improved the logic for fading out crosshairs and UI when aiming down sights.

Fixed english spelling error for magnification.

Kit rank progress bar now becomes invisible once you reach max rank.

Fixed issue where amount of warbonds could overlap UI container.

Fixed an issue where players would join an Operation when it had progressed too far, almost at the end.

Improved performance in the menu system.

Tweaked design of friends list.

Player will now track first medal by default.

RSP server information will now display owner of server.

Now sorts regular servers below RSP servers in the server browser.

Added server information in ...-menu.

Fixed a bug where joining server animation started twice when joining server.

Fixed a bug where the user remained in hang after failing to join a server.

Fixed a bug where the tracked medal was not highlighted.

Fixed a bug where players were unable to see the highlighted text in end of round.

Fixed a bug where the party hub did not update party members.

Fix back animation of white part on personalized recommendation cards.

Fixed issue where underwater sounds could get stuck on land.

Fixed issue where the player could move on top of the map on Argonne Forest.

Fixed a bug where personalized recommendation cards would not fade.

Fixed a bug where the context menu was misaligned when the user clicked on it for the first time.

Fixed a bug where players could scroll using "R" in the the comcenter on console.

Fixed a bug where the end of round countdown stoped when quickly navigating through the tabs.

Fixed a bug where the mouse scroll did not work in list of recommendation cards.

Fixed a bug where content moved around in the menu when players were spamming down on the d-pad.

Fixed a bug where stats updated after reentering the weapons page.

Fixed issue where XP boost could overlap UI container.

Fixed a bug where the highlight was broken after the user selected a vehicle with service star in the vehicle tab.

Fixed a bug where it was not possible to inspect skins in the Inventory.

Fixed a bug where Standard Battlepack real-money price sometimes did not show up.

Fixed 7 UI related crash bugs.

Fixed several localization issues.

Map Adjustments

Fixed an issue with floating debris after destroying a table.

Fixed an issue where players could get stuck in a table.

Player will no longer clip through the visual mesh of windmill interiors.

Grenades and dynamite will no longer fall through the floor of the windmill balcony.

Removed flickering effect on tall wooden fences.

Destruction fixed between tall wooden fence parts.

Vehicle selection is now disabled while the preound countdown is running in order to provide a more fair selection process for vehicles.

Increased the time for re-selecting invalid deploy points from 3 to 10 seconds to avoid 100% automatic reselection when squad members are under fire.

Fixed a bug where players were prompted with "Matchmaking failed" when switching between Quickmatch modes.

Fixed a bug where players were unable to invite to party from comcenter after booting the title via party game invite with a 6+ people party.

Fixed a bug where players were left in hang when dismissing the "Matchmaking Failed" while the "you have no scraps" prompt was active in loading screen.

Fixed a bug where players entered an unplayable state when attempting to join a game session via the Xbox friend's tab.

Fixed Conquest spawn locations on Suez. Moved one up so player no longer spawns under ground, moved another out of a tree.

Fixed issue where Hint Line for train did not disappear after performing indicated action or even leaving the behemoth on Conquest, Suez.

Weapons

Side gun meshes weren't rendering for 3p spectators depending on which weapon was used and if that particular seat was spectated.

Fixed an issue with the "Tankghewehr 1918" Elite weapon replenished ammo after picking up any dropped weapon kit.

Bayonet charge kills should now properly award service stars.

Fixed illogical behavior when using K Bullets with the Martini-Henry.

Increased long reload time of Autoloading 8 .25 Extended from 2.9 to 3.066 s.

Improved Selbstlader 1906 aimed accuracy, reduced recoil and decreased spread.

Increased horizontal recoil of Lewis Optical and M1909 Optical by 10% when ADS.

Upped recoil decrease of "Low Weight" Self-loading rifles from 6 to 7.

Increased damage of the Martini-Henry between 30 and 80 meters slightly.

Reduced the damage of impact grenades from 80 to 72"

Tweaked the damage behavior of the 12 g Automatic shotgun to balance all variants better against each other:

Extended: Increased pellet cone from 1.6 to 1.8 degrees. Should now two hit kill a healthy target up to about 18 meters.

Backbored: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 19 meters.

Hunter: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 21 meters.

All: Moved out damage dropoff by 1 m and added damage curves.

Model 10-A Slug changes:

Reduced aimed dispersion from 0.3 to 0.24 when stationary and from 0.50 to 0.48 when moving.

Increased muzzle velocity from 380 to 420.

Reduced damage against gut, arms and legs.

Added ability to kill a healthy target with shots to the gut or upper arms within 8 meters.

Increased lethal range from chest shots from 10 to 11 meters.

Evened out recoil direction.

Increased No.3 Revolver rate of fire in ADS from 119 to 138.

Added missing tiered reloading to flash flares.

Fixed issue with tiered reloading in the Mle 1903.

Corrected Frommer Stop Auto magazine capacity from 14+1 to 15+1. *Corrected errors in moving dispersion for crouched hipfire on shotguns.

Retune of Revolver No 3 reload audio to match new animation. Added hammer cocks to firing animation.

Retune of Luger1906 Reload Audio to match new animation.

Automatico M1918 sometimes showed the wrong name (it was called Modello 1918 in a few places).

The Tankgewehr now resupplies 4 rounds at once.

Made damage of the Russian 1895 Trench and Horse drop slower to give them a slightly better 2 hit kill range.

Retuned audio on Gasser reload to match new animation. Added hammer cock/decock to Deploy and Undeploy to match animation.

Fixed an issue with the M1911 cylinder animation so that it now matches the bullet count.

Tweaked post reload delays to better match animations on the following weapons:

Cei-Rigotti 0.4 to 0.6 s.

Mondragon 0.5 to 0.5667 s.

Selbstlader 1906 0.8 to 1.0667 s.

Bodeo 1.1 to 1.0 s.

Bulldog 1.0 to 1.1 s.

Increased horizontal recoil by 14.3% on the following weapons:

Automatico Trench

Hellriegel Factory

M1909 Storm

Madsen Storm

MG15 Storm

BAR Storm

Reduced horizontal recoil of some self-loading rifles:

Autoloading 8 0.6 to 0.4.

Cei-Rigotti 0.64 to 0.56.

M1907 SL 0.84 to 0.7.

Upped recoil decrease of "Low Weight" Self-loading rifles from 6 to 7.

Increased damage of the Martini-Henry between 30 and 80 meters slightly.

Reduced the damage of impact grenades from 80 to 72"

Made damage of the Russian 1895 Trench and Horse drop slower to give them a slightly better 2 hit kill range.

Retuned audio on Gasser reload to match new animation. Added hammer cock/decock to Deploy and Undeploy to match animation.

Fixed an issue with the M1911 cylinder animation so that it now matches the bullet count.

Spectator

Fixed an issue in Spectator where a 1P overlay appears for spectators viewing players in fortress guns in 3P or when spectating the artillery truck driver in 3P while the driver zooms.

New button added in Spectator mode to view the gamer card of a spectated player.

Added button labels to the view modes in Spectator mode for PS4/Xbox One.

Bayonet recharged sound could trigger from any soldier on spectator clients. This should now only occur for spectated soldiers.

Added extra check for "not team neutral" to gate announcer VO when in Spectator mode Freecam or Tabletop views.

Added gates to Impaired Hearing Mixer, Low Health Mixer, Gas Supression Mixer to not activate for spectators in freecam/tabletop view.

Added extra checks for Low Health and Gas Supression SFX/mixers to start if spectator enters player view while SFX/mixers should be active.

Possession announcer VO will now not play for freecam and tabletop spectators.

Fixes Pre-EOR music not activating for spectators (all game-modes).

Gated "Lost Objective" VO to not play for spectators in Conquest/Breakthrough/Domination.

Fixed corrupted VFX when players shoot the Flare Gun in all camera modes.

Fix for parts of the train disappearing while spectating a player in the train in 3rd person or director.

Fixed the Spectator boundaries to be the same as the plane boundaries on Giant's Shadow.

Fixed a spectator bug with the behemoth icon staying at the center of the screen if you exit player view mode before it is moved to the final position at the top of the screen.

Fixed an issue where the option "show player outlines"/Squad Pin stopped working when switching through players.

Fixed an issue where the player could not select the numbered freecam they were just on from a drop camera.

Fixed a bug where Battlepacks and Medals were present in loading screen when joining as Spectator.

Fixed a bug where players did not receive the option to join friend as spectator on consoles from comcenter.

Gameplay

Fixed errors where Elite Kits had unintentionally high health regeneration delays and carried too many grenades.

Improved cavalry victim experience. You should no longer get killed by cavalry using a saber from multiple meters away.

Increased the threshold for suppression effects to prevent suppression from occuring too early.

Reduced gas duration from 22 to 15 seconds.

Tweaked suppression effects and low health visuals.

Fixed VO issue in Rush when defenders have interacted with telegraph to send enemies coordinates.

Controls

Fixed PC custom keybindings not properly remapping for Behemoths.

CUSTOM GAMES / RSP

Added custom game setting to toggle Behemoth on/off.

Added custom game setting to toggle Squad Leader Only Spawn.
Buono che riducono il danno delle granate ma sinceramente non ho capito come mai diminuiscono il rinculo del Selbstlader 1906. E' l'arma che si sblocca a livello 10 del medico giusto ? Non ne ha di rinculo.

Aumentano anche il rinculo della Benet Mercié assalto :tristenev:

 
Buono che riducono il danno delle granate ma sinceramente non ho capito come mai diminuiscono il rinculo del Selbstlader 1906. E' l'arma che si sblocca a livello 10 del medico giusto ? Non ne ha di rinculo.Aumentano anche il rinculo della Benet Mercié assalto :tristenev:
Be fra le armi del medico è la terza con più rinculo, però essendo un arma lvl 10 era un po assurdo che ne avesse di più di altre che si sbloccano prima e senza alcun vantaggio, penso che cerchino di renderla più appetibile, ma il problema credo rimanga il caricatore da 5 colpi per molti, anche rendendola un laser rimane un'arma che la massa difficilmente userà.

 
Be fra le armi del medico è la terza con più rinculo, però essendo un arma lvl 10 era un po assurdo che ne avesse di più di altre che si sbloccano prima e senza alcun vantaggio, penso che cerchino di renderla più appetibile, ma il problema credo rimanga il caricatore da 5 colpi per molti, anche rendendola un laser rimane un'arma che la massa difficilmente userà.
Eh di assolutamente. 5 colpi sono troppi pochi.

È un'arma che non riesco a capire come usare, con quella non puoi stare al centro dell'azione per via del caricatore e del tempo assurdo che impiega per ricaricare, ma del resto non puoi stare nemmeno molto defilato perché non ha, se non sbaglio, modo di metterci mirino ottici..

 
Eh di assolutamente. 5 colpi sono troppi pochi. È un'arma che non riesco a capire come usare, con quella non puoi stare al centro dell'azione per via del caricatore e del tempo assurdo che impiega per ricaricare, ma del resto non puoi stare nemmeno molto defilato perché non ha, se non sbaglio, modo di metterci mirino ottici..
Si esattamente pochi colpi che lo rendono inadatto allo scontro da vicino e non ha un mirino per la distanza, oltretutto un rinculo verticale più alto rispetto ad armi che si sbloccano prima.

La ricarica non è alta rispetto agli altri anzi, solo il mondragon ha una ricarica più veloce dello stelsblader, naturalmente ricaricando un caricatore intero, caricando un caricatore parzialmente pieno invece è in svantaggio specie con quelli a caricatore più ampio.

Magari rendendola più precisa la si può usare come arma da media distanza, ma comunque ci sarebbe ancora di meglio , a meno che non sia tanto precisa da sopperire alla mancanza di mirini.

 
Nonostante il gioco mi piaccia un casino non ho seguito molto la situazione riguardo i dlc, per caso il nuovo sarà roba close quarters o ampie mappe come il gioco base? Perchè prendere il premium dipenderà da questo pure.

 
1 mappa close quarters alla metro di BF3 sicuro, due probabilmente ampie, ed una imho medio-ampia, in ogni caso c'è solo una mappa al chiuso, si chiama Fort Vaux

 
Eh di assolutamente. 5 colpi sono troppi pochi. È un'arma che non riesco a capire come usare, con quella non puoi stare al centro dell'azione per via del caricatore e del tempo assurdo che impiega per ricaricare, ma del resto non puoi stare nemmeno molto defilato perché non ha, se non sbaglio, modo di metterci mirino ottici..
devi stare leggermente piü indietro, praticamente ad ogni kill devi sempre ricaricare e anche se il danno indicato e´54 servono sempre 3 colpi, il punto forte e´la precisione :sisi:

Affiancaci la C96 come pistola :sisi:

 
Ultima modifica da un moderatore:
devi stare leggermente piü indietro, praticamente ad ogni kill devi sempre ricaricare e anche se il danno indicato e´54 servono sempre 3 colpi, il punto forte e´la precisione :sisi:Affiancaci la C96 come pistola :sisi:
Per la verità non basta ricaricare ad ogni kill semplicemente, ma scaricare anche a vuoto il caricatore e poi ricaricare, è più veloce a rimettere l'intero caricatore che a rimettere anche solo 2-3 proiettili.

 
Ultima modifica da un moderatore:
Per la verità non conviene ricaricare ad ogni kill semplicemente, ma scaricare anche a vuoto il caricatore e poi ricaricare, è più veloce a rimettere l'intero caricatore che a rimettere anche solo 2-3 proiettili.
Sulla carta si, ma visto che non dovresti giocare in prima linea hai tutto il tempo per mettere i 3 colpi usati :sisi: meglio due secondi in piü e avere il fucile carico che andare in giro con 2 colpi e switchare la pistola.

Io lo gioco anche in prima linea ma non lo consiglio sinceramente, molto meglio 1907 Autoloading e rigotti

 
Sulla carta si, ma visto che non dovresti giocare in prima linea hai tutto il tempo per mettere i 3 colpi usati :sisi: meglio due secondi in piü e avere il fucile carico che andare in giro con 2 colpi e switchare la pistola.
Io lo gioco anche in prima linea ma non lo consiglio sinceramente, molto meglio 1907 Autoloading e rigotti
Si scaricare l'intero caricatore è un metodo da usare quando uno si trova in prima linea, se si ha il tempo si può anche ricaricare normalmente, certo fa un po strano necessitare di più 1,5 sec per ricaricare 3 colpi e invece ne bastano 0,7 per l'intero caricatore.

L'autoloading extended è quello che uso di più, però qualche partita con questo me la faccio pure in prima linea perchè mi ricorda il garand:rickds:

 
Ultima modifica da un moderatore:
Stasera ore 21:00 clan war RAGE vs Ao1, su SpazioStreaming! Che potrete seguire qui

 
Caricare partite intere a Conquista per voi è meglio a velocità normale o con la volocità del video maggiore?

 
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