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Ryan 01-27-2014 09:32 PM

Any tips on how to get jet kills the easiest? I'm trying to unlock the UCAV and need 3 jet fighter ribbons to do so. I've tried Air Superiority and I'm only able to get 1-2 kills in a round

Andy 01-28-2014 12:58 AM

Quote:

Posted by Ghettoicedtea (Post 448448)
oh okay

yours is fine, only real bad thing I see on there is the low win loss ratio. You play engi a lot. All I gotta say is start using M2 slams instead of repair tool. These are landmines that can stick to vehicles and walls PERMANETLY meaning if you die they wont dissapeer. Try putting slams in a concentrated area that vehicles pass through and put it on a wall or another object, vehicles will focus on the ground for mines, they won't be expecting the wall.

Ooh, I didn't know they wouldn't disappear. Thanks!

Ghettoicedtea 01-28-2014 01:16 AM

Quote:

Posted by Ryan (Post 448479)
Any tips on how to get jet kills the easiest? I'm trying to unlock the UCAV and need 3 jet fighter ribbons to do so. I've tried Air Superiority and I'm only able to get 1-2 kills in a round

oh don't even bother with AS. Everyone just bails. Hop into an attack jet on a heavily vehicle map. Gun them tanks down with the main cannon.

oh btw, vince announced that there are upcoming changes at the end of january/early Feb
Spoiler
For those at work:
Aircraft and Anti-Aircraft
1) Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4. The total carried missiles were making it impossible for helicopters to use counter measures to avoid the MAA’s attacks.
2) Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON. This reduction reduces the distance projectiles will travel and should prevent situations where the MAA could engage enemy vehicles without leaving its protected home base. The damage of the cannons remains unchanged, and aircraft, especially helicopters, should remain wary of getting too close to a MAA.
3) Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
4) Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired. The missiles were previously too easy to aim at long range, making them a guaranteed hit and a clear advantage over the other missile types.
5) Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
6) Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.
7) Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS. These weapons were too effective against infantry with a higher splash, making them a clear choice over the 7.62 MINIGUNS in all combat situations. The 25MM CANNONS are intended to give the Scout Helicopter some measure of effectiveness against vehicles, at a clear trade off in effectiveness vs. infantry.
Tanks and Anti-Tank
1) Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. This keeps the MBT LAW in its role of an easy to use, fire and forget weapon available to all Engineers, while also balancing it with the other rocket launchers in favor of skilled AT shots. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
2) Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
3) Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. Players will now need to be craftier when placing the M2 SLAM in order to get the full damage potential of this ambush anti vehicle weapon. This change is to primarily counter a tactic of placing 3 mines in the same spot to guarantee a kill on any vehicle passing within 6m. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
4) Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.

apparently theres tons more and this will be a massive patch but thats for the balancing.

Andy 01-28-2014 01:36 AM

Finally, I would get frustrated getting shot down seconds I started using an airfract

Ghettoicedtea 01-28-2014 01:58 AM

im kinda mad how they are nerfing the M2 slams and the 25MM cannons direct damage. They really were not better at taking out infantry vs the miniguns as there are 2 of them.

Ryan 01-29-2014 10:23 AM

The jet fighter ribbons are hard theres always something that shoots me down just as I get started

Ghettoicedtea 01-29-2014 04:25 PM

OH dice is doing a player appreciation month. Premium get shotgun and DMR weapon shortcuts (unlock them all with doing no work) and all players get a pistols shortcut. Silver or bronze battlepack everyday you log in, double exp weekends, and a talk to devs thing.

also more balancing acts

UPCOMING BF4 WEAPON TWEAKS

DMRs
1) Increased the damage of all DMRs across all ranges. Specifically, damage has been increased at long ranges to allow three-hit kills against unarmored opponents. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. The amount of the damage increase varies from weapon to weapon, according to its intended range, rate of fire, and damage. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.

Pump Action Shotguns
1) Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming. The accuracy has been approximately doubled. These weapons did not have any available barrels or grips that would allow a player to enhance their aimed accuracy. This change should make the use of pump action weapons with slugs much more viable at medium and close range by allowing more accurate fire.

Carbines
1) Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.

General
1) Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire. Previously, if a player began firing before aiming, he would keep his hip inaccuracy while aimed, until he stopped firing. This was especially obvious with LMGs on the move. Players will now only be subject to the maximum aimed inaccuracy after the transition. While still terribly inaccurate, this allows for substantially more accurate fire than the old method and should allow players with LMGs to panic fire in close quarters, provided they are aiming.

2) The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.

3) Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.

Ghettoicedtea 01-29-2014 09:22 PM

oh look EVEN MORE tweaks

In our continued balancing blog series, we’ll talk about some of the core gameplay tweaks that we are planning for Battlefield 4.
In this post, we’ll talk about the upcoming Battlefield 4 tweaks that we have planned, based on your feedback. These changes are all slotted to go live in a future game update. Stay tuned for more, and let us know what you think in the comments below. UPCOMING BF4 PISTOL TWEAKS
1) Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked. This gives the M1911 a clear accuracy advantage for range, while the COMPACT 45 has a clear ammunition per magazine advantage.
2) Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45. This will allow all pistols to bypass Body Armor at close range. Additionally, the FN57 and the QSZ-92 have had their long range damage increased to allow them to properly bypass Body Armor at all distances. Finally, the CZ-75 has also had its long range damage raised to give it a diverse role among the handguns.
3) Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM. This delay represents the way these weapons work in real life, while also improving their responsiveness in game.
4) Increased the magazine capacity of the QSZ-92 to 20 rounds, the proper amount for this weapon in real life. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
5) Corrected a small error with the COMPACT 45 accuracy when crouched or prone. The weapon was accidently less accurate than intended.

Johnaudi 01-30-2014 05:25 AM

I think all those AA vehicles are OP. They're way too good.

Kendama 01-30-2014 05:39 AM

Quote:

Posted by Ghettoicedtea (Post 448448)
oh okay


your stats are fine. The only bad things I see on there is a very low win loss ratio of .5, and you play a ton of recon and have no spawns from beacons. judging by your stats I would say your one of those recons that sit at a far range and do absolutely nothing for your team. If your sniping, stay within 150 meters from the obj and place a spawn beacon. This way your squad can parachute in from the beacon. Also your well out of effective ranges for ARs and only thing that can really get you is snipers. next thing to know is conquest on current consoles are crap. only 12 players and most are in vehicles. If your going to snipe people but you still want those ranges then play obliteration.


For the most part you are right :3. Well, for awhile I was sniping from super far (ballistic) ranges trying to get the 50 marksman ribbons so I could get the FY-JS. That took awhile, once I got the FY-JS I began to use aggressive sniping and the like. For awhile now, I have not been playing much conquest, but instead obliteration (it's more fun, anyways), and team deathmatch (or squad deathmatch). Rush is okay, but only occasionally will I play it.

Ryan 01-30-2014 06:52 AM

AA tweaks need to be added to the game ASAP

Other than that i like the extra tweaks with the guns

Ghettoicedtea 01-30-2014 08:09 PM

Quote:

Posted by Johnaudi (Post 449212)
I think all those AA vehicles are OP. They're way too good.

its not the vehicles, its the freaken ARMs that are OP and the unlimited lock on range.

found these too
Balancing BF4: Upcoming Grenade Tweaks1) Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3. A player may now have 3 active HAND FLARES, up from 1 before. The HAND FLARE remains mostly a gadget of comic relief, though its ability to blind IRNV sights should not be forgotten. The increase in the number the player can carry should allow for a larger tactical use of both the HAND FLARE and the M84 FLASHBANG.


2) Increased the effect of M84 FLASHBANG grenades on friendly and enemy players. When Friendly Fire is OFF, friendlies receive approximately half the effect duration. Previous duration was 4 seconds, now 5 seconds for enemy players. Additionally increased the range at which a player feels the full effect of the flash, and increased the effect on players not looking directly at the flash bang. This should sufficiently improve the reliability of the M84 FLASHBANG, and make it a viable choice in the grenade category.


3) Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion. The RGO was essentially an instant kill in Hardcore, it now has a reduced 1 hit kill range, however accurate throws will yield higher damage values in Core. This clarifies the role of the RGO as an accurate impact hand grenade, while still not allowing 1 hit kills in Core.


4) Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied. The player continues to carry 3 V40 grenades, and is still able to use 2 of them to get a kill in Core. Previously the V40 was entirely superior to the M67 in Hardcore, this change aims to balance them in Hardcore, while also keeping their effectiveness intact in Core.


DICE has completely ****ed up on the MAA nerf. The rockets are fine but lowering the velocity of the 20mm to a 30mm? well ****, now the 30mm is a huge upgrade as the 20mm was only good for air but now the 30mm that's decent vs air, and beast vs inf and vehicles. Only downside is the ROF on the 30mm is 600rpm while the 20mm is at 2000

they also completely ****ed up the staff shell. The staff shell is NOT OP, its the machine gun barrels (you can fire 2 shots at once, one from main shell other from staff) that's the real issue and just decimating gameplay. If your a bf3 vet then im sure your aware of the canister lawn mower of the same thing the tanks have in bf4 but instead of staff shell it was canister shells. Now if they get rid of the MG barreling in tanks the staff shell will be useless.

the AH still is in need of a real buff, the damage increases was great, but are you ****ting on me? it says nothing about giving the AHs maneuverability and it desperately needs that.
The v40s are finally being nerfed. thank the lord. Now its going to be all m67s and RGOs.

Andy 01-30-2014 10:11 PM

DMR buff :D

Ghettoicedtea 01-31-2014 04:40 AM

Yup update went out today. Horray the fyjs and scout elite are even more usless in core thanks to dat damage models

Ryan 01-31-2014 05:37 AM

I wanna get the pistol and grenade shortcuts but I also want to have unlocked and earned them


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