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BF4 upcoming balance fixes: vote for your favorites


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My honest opinion is they are looking for information on things which are pointless and don't need changes...

 

Its Dice/EA trying to look good for doing something and just making themselves look stupid(er)

 

Edit now these are some good changes

 

http://blogs.battlefield.com/2014/01/bf4-balancing-vehicles/

 

UPCOMING VEHICLE TWEAKS

 

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.

Edited by IJHicks
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my responce is "FIX THE NETCODE!!!!"

 

No but for real, i welcome most of these much needed changes.

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It also looks like DICE has, for once, not overdone the nerfs. Usually something that is 5% too strong gets nerfed into uselesness by dice but this looks OK.

How it proves to be in-game I dont know. But it has the appearance of competence, which is a nice improvement.

 

Now if someone else would do my job for me I would have time to play this week :-/

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Except what we asked for was better maneuverability and survivability in the AH.  Not more attack dmg.  I wish they would make those things fun to fly.  BELOW RADAR!

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Except what we asked for was better maneuverability and survivability in the AH.  Not more attack dmg.  I wish they would make those things fun to fly.  BELOW RADAR!

But they will make it less likely to flip over randomly while being shot at? That might help :)

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My honest opinion is they are looking for information on things which are pointless and don't need changes...

 

Its Dice/EA trying to look good for doing something and just making themselves look stupid(er)

 

Edit now these are some good changes

 

http://blogs.battlefield.com/2014/01/bf4-balancing-vehicles/

 

UPCOMING VEHICLE TWEAKS

 

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.

 

Many of the changes seem like they will help balance things out and are more reasonable. 

 

I had no idea that the previous range of the M2 Slam was so much. That seems like it will be a good change (if you are a tank at least). 

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I had no idea that the previous range of the M2 Slam was so much. That seems like it will be a good change (if you are a tank at least). 

 

Or a boat I think this may stop them being used in the slightly deeper water for taking out attack boats...

 

I think they missed a trick with staff shells.... they didn't meed a damage reduction par se they just have to sort the bug where you can pretty much fire the staff then flick to normal and fire that with no re-load/cooldown 25% seems a bit much I think and I can't quite remember but the staff does a flat 25 damage for every hit so a 25% drop in damage is 18.75... I have a feeling they will make it a straight 20 damage or if they have any sense they will......

 

As to helicopter survivability... with it no longer being flipped, zuni and gun damage increase you should in theory be able to flare and do a drive by shooting on the MAA and take it out in 1 run and with the gunner damage buff I think infantry will melt from the damage on the gun ... the issue with some servers having low survivabilty are down to vehicle spawn being quicker anything less than about 80% means when you die by the time your ready to spawn back in the MAA is almost respawned.

 

But it's all pretty much speculation I'll hold of on exactly how badly they buff nerf stuff when I get to sit down and play it ;-)

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