DuckyofDeath123 Posted January 24, 2014 Member ID: 19683 Group: ***- Inactive Clan Members Followers: 19 Topic Count: 25 Topics Per Day: 0.01 Content Count: 578 Content Per Day: 0.15 Reputation: 598 Achievement Points: 4968 Solved Content: 0 Days Won: 0 Joined: 08/20/13 Status: Offline Last Seen: October 23, 2023 Device: iPhone Share Posted January 24, 2014 http://blogs.battlefield.com/2014/01/bf4-balancing-feedback/ Sonovabich 1 Link to comment Share on other sites More sharing options... Awards
IJHicks Posted January 27, 2014 Member ID: 20676 Group: ***- Inactive Clan Members Followers: 1 Topic Count: 24 Topics Per Day: 0.01 Content Count: 166 Content Per Day: 0.04 Reputation: 176 Achievement Points: 1296 Solved Content: 0 Days Won: 0 Joined: 12/10/13 Status: Offline Last Seen: September 1, 2018 Birthday: 03/29/1981 Share Posted January 27, 2014 (edited) 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 January 27, 2014 by IJHicks Damit1 and Fir3Marshal 2 Link to comment Share on other sites More sharing options... Awards
Devildog4355 Posted January 28, 2014 Member ID: 15237 Group: ***- Inactive Clan Members Followers: 27 Topic Count: 93 Topics Per Day: 0.02 Content Count: 958 Content Per Day: 0.24 Reputation: 580 Achievement Points: 6679 Solved Content: 0 Days Won: 1 Joined: 06/30/13 Status: Offline Last Seen: June 20, 2021 Birthday: 05/04/1992 Share Posted January 28, 2014 my responce is "FIX THE NETCODE!!!!" No but for real, i welcome most of these much needed changes. Damit1 1 Link to comment Share on other sites More sharing options... Awards
DuckyofDeath123 Posted January 28, 2014 Member ID: 19683 Group: ***- Inactive Clan Members Followers: 19 Topic Count: 25 Topics Per Day: 0.01 Content Count: 578 Content Per Day: 0.15 Reputation: 598 Achievement Points: 4968 Solved Content: 0 Days Won: 0 Joined: 08/20/13 Status: Offline Last Seen: October 23, 2023 Device: iPhone Author Share Posted January 28, 2014 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 :-/ Damit1 1 Link to comment Share on other sites More sharing options... Awards
OddJob001 Posted January 28, 2014 Member ID: 3113 Group: **- Inactive Registered Users Followers: 6 Topic Count: 245 Topics Per Day: 0.05 Content Count: 1228 Content Per Day: 0.27 Reputation: 722 Achievement Points: 9622 Solved Content: 0 Days Won: 1 Joined: 01/08/12 Status: Offline Last Seen: January 22, 2015 Birthday: 06/15/1980 Share Posted January 28, 2014 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! Damit1 1 Link to comment Share on other sites More sharing options...
Fir3Marshal Posted January 28, 2014 Member ID: 20789 Group: **- Inactive Registered Users Followers: 28 Topic Count: 118 Topics Per Day: 0.03 Content Count: 936 Content Per Day: 0.25 Reputation: 325 Achievement Points: 7004 Solved Content: 0 Days Won: 0 Joined: 01/12/14 Status: Offline Last Seen: December 21, 2014 Birthday: 04/18/1981 Share Posted January 28, 2014 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 Link to comment Share on other sites More sharing options...
Fir3Marshal Posted January 28, 2014 Member ID: 20789 Group: **- Inactive Registered Users Followers: 28 Topic Count: 118 Topics Per Day: 0.03 Content Count: 936 Content Per Day: 0.25 Reputation: 325 Achievement Points: 7004 Solved Content: 0 Days Won: 0 Joined: 01/12/14 Status: Offline Last Seen: December 21, 2014 Birthday: 04/18/1981 Share Posted January 28, 2014 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). Link to comment Share on other sites More sharing options...
IJHicks Posted January 29, 2014 Member ID: 20676 Group: ***- Inactive Clan Members Followers: 1 Topic Count: 24 Topics Per Day: 0.01 Content Count: 166 Content Per Day: 0.04 Reputation: 176 Achievement Points: 1296 Solved Content: 0 Days Won: 0 Joined: 12/10/13 Status: Offline Last Seen: September 1, 2018 Birthday: 03/29/1981 Share Posted January 29, 2014 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 ;-) Link to comment Share on other sites More sharing options... Awards
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