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The AT Battlefield 4 F.A.Q., News, and Discussion thread

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Its like Christmas morning with all these gold battlepacks, I got 100 of them today. Haven't opened all of them yet, got tired of clicking. LOL

from reddit-

Now that I see everyone received their service star gold battlepacks, it might seem a torture to open all one-by-one. I wrote a small script and opened mine at once so thought to share the code:
Open Battlepacks page in Google Chrome (or similar browser)
Press F12
Activate the tab named "Console"
Paste the following code and press Enter afterwards: $('.btn.btn-primary.btn-small').trigger('click');
The page will "stress out" after opening so many battlepacks at once. Refresh the page to fix it.
Enjoy your new camouflages, paints and 200% boosts.
 
:whiste😛atch Notes

GENERAL
• This game update enables the Battlefield 4 Final Stand expansion pack.
• Tweaked the hit indicator speed to behave more like Battlefield 3.
• Fixed an issue where the hit indicator size for shooting an enemy player in the arms would be small, when it actually should be medium size.
• Added advanced gameplay options for customizing the hit indicator.
• Tweaked hit indicators: medium hit texture to better fit with small hit and headshot textures.
• Improved the hit indicator accuracy from vehicles when shooting enemy infantry.
• Made it clear in the in-game squad menu that a "Squad Join"-squad is not a private squad.
• Fixed an issue that prevented players from joining a rented server that was protected with a password.
• Added an option (under the advanced gameplay options menu) to toggle the Defensive Perk icon on spotted enemies and set it to be OFF by default now. This icon was originally added in the Fall Patch (September) and set to be always ON at the time.
• Added fix for a water splash effect on players who were shot at after emerging from a dive. This usually occurred after the second time the player emerged.
• Fixed several issues with the underwater audio mixer for players who were diving and emerging several times in a row.
• Fixed the Battle Pickup respawn so that it will only respawn after its ammo has been depleted or the player carrying the Battle Pickup has been eliminated.
• Adjusted the terrain loading on China Rising maps to improve terrain during the start of the round.
• Fixed a case where in-game Battlelog would not show after signing out of a profile while on the rent a server store area.
• Fixed an issue where the TV missile HUD would be flickering on and off.
• Fixed an issue that would sometimes cause a graphical corruption at the bottom of the screen when flying a helicopter over water.
• Fixed a typo in the description of “Damaged Type Based Shape”-option in the gameplay options menu. “Hint” has been correctly changed to “hit”.
• Capture the Flag: Fixed duplicate flags being rendered when the flag is taken the instant it returns to the base.
• Capture the Flag: Fixed an issue where sometimes the flag would be rendering at an incorrect place, instead of on the player who is holding it.
• Fixed an issue where soldier weapon flashlights and lasers would render on vehicle-mounted weapons.
• Cleaned up the reticle icons and thickened the lines to make them read more clearly.
• Changed friendly fire to be OFF in the "Classic" rent a server options preset.
• Updated the new advanced HUD option descriptions where “Friendly” was sometimes incorrectly referenced to as "Enemy".
• Fixed an issue where knifing a player with the "4th Floor" dog tag would display a blank dog tag.
• Updated the holo sight shader to better render against bright backgrounds like snow.
• Updated vehicle HUD colors and shaders to be more visible vs bright backgrounds.
• Fixed an instance where the HUD for the RAWR would get extremely blurry and fuzzy when looking at certain surfaces.
• Fixed an issue that could cause Battle Pickups to sometimes sink into the ground when dropped. Players should now be able to pick them up without any problems.
• Fixed an issue where players who left vehicles could kill teammates or themselves by launching the vehicle at them and exiting it. Player can still kill enemies this way and is now correctly awarded points if killing them.
• Fixed an issue with the M18 Smoke functionality, where the smoke would only be visible for the players who stayed on top of the grenade.
• Fixed an issue with the Desert Eagle muzzle flash.
• Added extra smoke emitters to both M320 and M18 to decrease the smoke spawn time.
• Tweaked the XM25 Airburst smoke.
• Fixed cameras that were not correctly pointing at the flags. This change affects Commander Mode in Conquest Large on the Sunken Dragon map.
• Updated Medic bag so that it does not heal soldiers who are suppressed or underwater

COLLISION CLEAN UP

Operation Locker
• Fixed an instance where players would see a floating cardboard box, after destroying the boxes below it.
Hainan Resort
• Fixed a small step that the player is forced to jump over west of the Resort, at the small building next to the empty pool.
Dawnbreaker
• Rush: Fixed an invisible collision north from the bus station that stopped projectiles and bullets.

Siege of Shanghai

• Fixed occluder issue present after destroying a wall on the north side of the building situated at the D point.
• Fixed an issue with an invisible wall on the corner of the Statue, south of flag D.

Propaganda

• Conquest Large: Fixed an issue where a player could get stuck in the out of gameplay area if he/she jumps the walls in the southwest area of the CN base.
• Defuse: Fixed an issue with some of the sand boxes colliding with the sidewalk margins in the northeast part of the map.
Flood Zone
• Conquest Small: Fixed an issue where the roof of a wooden shack is left floating after it gets destroyed.

Lumphini Garden

• Domination: Fixed an issue where the user would clip through the dirt pile in the southwest part of the map while prone.
• Rush: Fixed an issue where the user would clip through the mud next to the bridge between the US base and M-COM A of the second pair of M-COMs.
• Rush: Fixed a graphical corruption that affected some of the water, causing sharp edges.
• Conquest Large: Fixed an issue that prevented players from vaulting over some of the red fences, in the area near the dam. Players should now be able to vault over the fences without any problems.
• Fixed some instances where wall junctions were not correctly aligned, leaving small vertical holes between textures on some walls.
• Fixed a graphical issue underneath one of the bridges close to the construction site.
• Fixed an issue with the dirt pile floating under the bridge, near the construction site.
• Conquest Large: Fixed an issue with grass clipping through pavement north of flag A.
• Conquest Large: Fixed an issue with plants appearing to be floating after their stand gets destroyed.
• Conquest Large: Fixed an issue with a missing texture in the mudslide in the southeast corner of the map.
Pearl Market
• Conquest Small: Fixed an issue where missing textures made it possible for players to see between a wall and the floor, south of flag C.
• Domination: Fixed an occluder issue on one of the buildings situated near flag B.
• Chain Link: Fixed an issue where the switch for roll-up gates was floating in mid-air.
• Conquest Large: Fixed a clipping issue near flag A.
• Fixed an issue where pallets would float in the air after destroying the pallets underneath them.
• Team Deathmatch: Fixed a clipping issue inside a building located near the road in the north part of the map.
• Rush: Fixed an issue where a wheel cart with supplies was floating on the road near M-COM B from the second set of M-COMs.

Sunken Dragon

• Chain Link: Fixed an issue with an invisible collision present at a window in the parking lot, west from the capture point D.
• Fixed an issue with invisible collision near the entrance of the parking garage located in the southwest corner of the map.
• Fixed an issue with cracks/holes in the garage, which allowed players to see through them.
• Fixed an issue that prevented players from breaking the glass in the bus stop with a melee attack.
• Fixed an issue with Z-fighting on the Floodgate ground.
• Fixed an issue with Skyscraper seams which allowed players to see outside of the map boundaries.
• Fixed an issue where the metal rails near the lake at sector E were misaligned.
• Fixed an issue where a water texture was floating above the ramp leading towards the US base.
• Fixed a color issue on the underside of tourist boats.
• Fixed an issue where the player could encounter an incorrect animation when climbing a ladder near the north bridge.
• Fixed an invisible collision under the Sea Dragon.
• Fixed an issue with the handrail that was clipping through the bridge near flag B.
• Fixed an issue that prevented the player from vaulting over the bar outside one of the sentry boxes near flag D.
• Fixed an instance where major occlusion would occur after a player destroyed the vegetation northeast of the big parking lot.
• Fixed a collision issue on the broken section of the restaurant on the second floor.
• Fixed an issue with the top step at the US flag location that forced players to jump over it.
• Fixed a destruction issue with the restaurant advertisement sign.

EXPLOIT FIXES

• Metro 2014: Fixed an area that could be used to get outside of the map and shoot other players.
• Operation Locker: Tweaking added collision to the railing at the panopticon area, further blocking some players from using the balcony as an exploit
• Lumphini Garden: Fixed an exploit that made it possible to use the MAV to spawn in on a friend to end up outside the map boundaries.
• Lumphini Garden: Fixed an exploit that allowed players to end up below the subway station.
• Lumphini Garden: Fixed an exploit in Conquest Small that allowed players to shoot through a small unintended opening in a wall.
• Hainan Resort: Fixed an exploit where players were able to go outside of the map and shoot at enemies.
• Pearl Market: Fixed an exploit where a player could see through a part of the building situated near the bus.
• Fixed an issue that allowed players to spawn into vehicles before the lockdown timer in the beginning of a round reached zero.
Global Community Manager for Battlefield.
Vincent0K


SE Enlisted: 2013-05-05
2014-11-18 10:37 , edited 2014-11-18 10:37 by Vincent0K
WEAPON TWEAKS AND FIXES

• Corrected errors in zeroing/velocity for L96, 338 Recon, and SR338. All had zeroing/muzzle velocity problems. All these weapons now zero correctly.
 
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How are you guys feeling about the assault and med kit tweaks?The BF4 forums are filled with comments like RIP Assault.More people then not are pretty pissed i guess.

Which map is the one to play on Final Stand?I tried the Giants map and it was nice.
If it stops all the head glitching pricks, then its great! I only play hardcore so this probably wont affect me much at all, because if you are getting shot at on HC, a med kit ain't gonna do much for ya anyhow. I didn't notice anything different while playing as an assault yesterday.

I didn't have a lot of free time yesterday so I only played a few rounds of Domination, but all the new maps I tried were fun for that game mode. Ill try to sneak in some conquest later today.
 
According to that thread you need to join a server to trigger it. I guess I'll test that theory in a few hours.
I didnt read it too far down, I was laughing pretty hard after the "i got a rock" comment and left. LOL

But that may be the case as I didnt notice any battlepacks until after I stopped playing yesterday.
 
How are you guys feeling about the assault and med kit tweaks?The BF4 forums are filled with comments like RIP Assault.More people then not are pretty pissed i guess.

If their intent is to get people to stop running medpacks, congrats. Mission accomplished. If I play assault, it'll probably be with the m320. You have to camp your med bag for so long before healing that there is a very good chance the people you just killed will respawn before you take the flag. I'm not sure why this was done. I've never had an issue killing people sitting on med bags. Probably one of the more WTF? changes so far.
 
All I had to do to get my battlepacks was join a server and immedeatly leave.

I have no desire to play anymore with all the nerfs. It'll be a cold day in hell before the battlefield series and Dice see another penny of my money. It's just not fun running around as an impotent infantry player.

I've been playing BF2 offline and recently installed the AIX 2.0 mod. It's nice when all the classes are OP. Being a sniper and having a machine gun as a secondary is pretty cool.
 
from reddit-

Now that I see everyone received their service star gold battlepacks, it might seem a torture to open all one-by-one. I wrote a small script and opened mine at once so thought to share the code:
Open Battlepacks page in Google Chrome (or similar browser)
Press F12
Activate the tab named "Console"
Paste the following code and press Enter afterwards: $('.btn.btn-primary.btn-small').trigger('click');
The page will "stress out" after opening so many battlepacks at once. Refresh the page to fix it.
Enjoy your new camouflages, paints and 200% boosts.

sweet script... :thumbsup::thumbsup:
 
Played a bit last night, that new little drone you can pickup and remote control is pretty neat. I don't know the maps for shit yet lol, but the big snowy/grassy one with all the hills and valleys feels like it's straight out of Tribes. I think "C" point (which looks like it's straight out of Half Life lol) could be a map unto itself practically, it's a pretty big compound. That's the first map I've played in a while that I thought could actually play well with 64p, I like the scale.
 
My first impression is that the maps are a sniper's wet dream. Easy to spot people on all the snow. Huge open areas with very limited cover. Almost no trees, etc to get concealment from.
 
Love the new maps, finally feels like what battlefield is supposed to be - that is good infantry play with combined arms action. I usually play hardcore and on a sniper limited server though, but even still a mortar or UCAV can make quick work of them.
 
Yep love these maps except for Hangar 21. Its a little too sci-fi for me with all the rocket pods, rail gun, and accipiter drones, plus the layout puts the downhill team at a disadvantage. The rest of the maps dont seem to have such an emphasis on all the sci-fi crap, what little there is will hardly be noticed. The hover tanks are so close to a normal tank that they dont bother me at all.
 
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