**The Official Battlefield 4 on PS4 Crew Thread** Now with more chopper whoring

Discussion in 'Gamers' Pulse' started by cbpage, Sep 28, 2013.

  1. cbpage

    cbpage OT Supporter

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    [​IMG]

    Gonna be awesome. :bowdown:

    PSN IDs:

    cbpage- DeftWORKS
    stkorn97- Lemmywinks aka Battlefield Bob :mamoru:
    FunkyMunniez- ThatCostsMunniez
    pachogamez- PachoPoppy
    Northern- crayzee_canuck
    A Juggalo- Juggalugalotus
    bigben14- benjammin172
    beez- rdc_nyc
    Brotato- Landobro
    Sr20magik- Sr20magik
    3dfx!- threedfx_ (TDM, CQ)
    MeisterJ89- MeisterJ89
    bk8711- bk8711
    ebr0t- ebr0t
    Jack Parkman- Mattoelite1
    NetChemica- NetChemica (TDM, CQ)
    Boing- Pantyraider
    BeagleMe- BeagleShmeegal (CQ, TDM)
    Nebel- Palmettopilot
    BrewCrew- shawdawg666
    MM- Coolmodilla84437
     
    Last edited: Mar 9, 2014
  2. cbpage

    cbpage OT Supporter

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    Battlefield 4 Beta dates:

    Oct 1st for Battlefield 3 premium members and owners of Medal of Honor Warfighter Limited or Digital Deluxe editions. Oct 4th for all others.

    Buy Now, Upgrade Later:

    On October 29, we will launch Battlefield 4 on PC, Xbox 360 and PlayStation 3. Experience the pinnacle of this generation of gaming with best-in-class multiplayer warfare, spectacular visuals and massive destruction. A few weeks later, we’ll bring the ultimate all-out-war experience to the next generation of consoles. Battlefield 4 will be available for PlayStation 4 starting November 12 in North America and November 29 in Europe, and Xbox One starting November 19 in North America and November 22 in Europe.


    Don’t wait to get into the action. You can buy the game on current-gen and benefit from up to three weeks of play time – time that can be used to rank up, giving you a competitive advantage on the next-gen battlefield. We respect the time you will invest in playing and don’t want you to lose all of your effort when you upgrade to next-gen. That is why we are making it easy to carry forward your multiplayer stats and your Battlefield 4 Premium membership. No more worrying about starting all over again. Your rank, score, K/D ratio, wins, time played, service stars, dog tags taken, vehicles destroyed, repairs, revives, squad score, accuracy and more will all transfer to next-gen consoles at launch.


    The Ultimate Guide to BF4 Vehicles:

    Angry Seas: Dynamic Water-based Combat


    With Battlefield 4, we’ve put a lot of effort into giving Naval Combat the magnitude it deserves – and with the dynamic weather changes, fighting at sea becomes a constantly changing experience. At sea you get to control both attack craft like the Patrol Boats, and water transport vehicles like the Personal Water Craft, each with their own benefits. The bigger naval units are now basically “tanks on water”, suitable for both attacking targets defending themselves with powerful guns and countermeasures.

    There were many challenges with designing the naval units in Battlefield 4. A big one was finding the right loadout for weapons, unlocks and other features for the attack boats. Naval units are unique on the Battlefield due to limited mobility, and that you are physically separated by the shoreline from both teammates and enemies. This is also true for the RHIB and Personal Water Craft, but transport vehicles are sort of disposable as you don’t spend as much time in them. We wanted the attack boats to hold value and have the same gameplay depth as a tank or a helicopter.

    Let’s say you’re battling it out for bomb possession in Obliteration Mode and you want to take your team to victory by mastering the sea. One idea is to enter a fast attack craft like the RCB-90 and patrol the coasts of the most intense islands. Heavily armed, these things allow you to deal with light vehicles, infantry and other boats, but also give armored vehicles, jets and helicopters a fight. Now you have the choice of maneuvering the craft, trying to find the most strategic places based on what’s happening in the round, or man the fast 30mm cannon and take out enemy infantry as they rush with the bomb on the mainland. In Conquest, you can also use these mobile gun platforms to support the capturing of bases near the water.

    If you want to speed things up at sea, the PWC (Personal Water Craft) is back for Battlefield 4. You might recognize this rapid ride from Battlefield 2: Special Forces and Battlefield: Bad Company 2, and those familiar with the Siege of Shanghai and Paracel Storm maps know the strength of it – swift movements from A to B in naval environments. Also: if you find yourself aboard an RCB patrol boat that’s close to exploding, two PWCs can come to the rescue by acting as escape vehicles. In other words, there’s no need to swim all the way to shore, which makes for non-stop action on the Battlefield.

    The Challenges of the Sea

    One challenge with developing Battlefield 4’s naval combat was the difficulty to get other players in the vehicle with you. Unlike a tank or jeep, where you are likely close to friendly infantry, players don’t tend to hang out in the open water. And similarly, if you were a passenger in the boat and you wanted to go do something else, you’re pretty much screwed when the captain has taken you 300 meters from shore. Even as a passenger in a transport helicopter you can parachute down safely almost anywhere on a map.


    Ultimately it was the transport helicopter that we looked at when solving these problems. The gunner seats of the transport helicopters are one of the most fun places to be in the entire game. So we added those types of weapons for the passengers of the attack boat, and made the vehicle a team spawn point, like the transport helis, to make it easier and more attractive for people to get in the vehicle.


    Because the attack boat has more limited options when it comes to what types of enemies to engage, in a large part because of its necessity to be in water, we decided to give it a more varied set of customization options than other vehicles, so that you really can be versatile and engage many different types of targets depending on your choices when building your loadout.


    We still had the problem of feeling stranded out in the water as a passenger, though. We solved this after thinking back to the Patrol Boats featured in the Battlefield 1942 map Invasion of the Philippines, which could deploy LCRS Rafts when it was sunk. We added a similar feature to the attack boats, allowing any passenger the ability to deploy a Personal Water Carrier from the rear of the boat which you could see in our Siege of Shanghai multiplayer trailer at E3 earlier this year.

    Rock-Paper-Scissors Evolved

    Letting every type of unit have its natural prey and enemy, the signature rock-paper-scissors gameplay has always been core to our gameplay design. In Battlefield 4, it’s been greatly tweaked and enhanced. We looked over all of the vehicle classes and what their primary role on the Battlefield should be, and also what secondary role would be appropriate. For example, the Mobile Anti-Air Vehicle’s job is pretty obvious. However when you look at its customization options in Battlefield 3, there wasn’t a lot of choice when it came to how you could actually engage airborne enemies.


    So in this case we added more ammo options for the primary weapon slot and more types of AA missiles in the secondary weapon slot, each with their own strengths and weaknesses. Now we can fine-tune our loadout to gain an edge in different situations. Is it helicopters we’ll encounter more often, or jets? Long range or short? Is there more cover for aircraft on this map or are they out in the open more often? So the biggest tweaks in the rock-paper-scissors gameplay come from what kinds of customization options are now available to each class.

    Pimping Your Ride

    Before going into battle with your vehicles of war, you’re going to want to make sure that they’re equipped just the way you like them. Battlefield 4 brings several vehicle customization options for you to experiment with, and this is done in a menu accessible before each round. Let’s say you want to customize the features of your main battle tanks. When picking your primary weapon you’re faced with the choice of a 120MM Armor Piercing Shell or a High Explosive Shell. The former is reasonably fast and deals a good amount of direct damage, but the latter spells heavy damage against armored targets, at the cost of a slower flight speed of the shells. As always, it’s a matter of personal taste and what kind of resistance you expect on the Battlefield.

    But vehicle customization is also about camos and looking good on the Battlefield – and choosing the right camouflage for the right map environment can even be a life-saver. There are many different color sets and patterns of camo, any combination of which are available to vehicles, weapons and soldiers. The Adaptive Camo is a color pattern that is picked on a level-by-level basis, which is tweaked to match the environment of whatever level you are playing on.

    The Freedom of Customization


    In Battlefield 3 there were three vehicle customization slots; Secondary Weapons, Gadgets and Upgrades. In Battlefield 4 we’ve added customization options for the primary weapon slot, and split gadgets up into two new slots, Optics and Countermeasures. Unlocks for Optics and Countermeasures shared the same customization slot in Battlefield 3, which wasn’t optimal when it came to tanks. When you had to choose between optics modes and a protective countermeasure, the countermeasure is sort of a no-brainer, which takes player’s control out of that choice. So adding dedicated countermeasure and optic slots removes that problem and adds more customization options. Now tanks have more countermeasure options and they can be used at the same time as any optics unlock.


    Alongside Battlefield 3’s secondary weapon slot unlocks, we now have customization for the primary slot as well, including different ammo types and in some cases different weapon mechanics. Additionally, like helicopter gunners in Battlefield 3, tank remote gun stations now have their own optics slot and an upgrade slot as well, including functions like a laser designator and short-range incendiary grenades.

    Critical Hit! (and How to Recover from It)

    We’ve also applied some changes to the way that vehicles become disabled and how they recover. In Battlefield 3 your vehicle became disabled when its total health was depleted by a certain amount, rendering you basically immobile and in need of an Engineer to get it back up and running, otherwise the vehicle would burn away and explode. This changed a lot about vehicle combat in Battlefield for the better, but there were still some things about the system we didn’t like, based on how players reacted. Primarily, it always felt like you had to abandon the vehicle when becoming disabled, even though there’s always the possibility of still winning the fight. And if there’s no Engineer nearby, the vehicle is most likely going to explode anyway, so there’s not a lot of reason to stay in the vehicle.


    So in Battlefield 4 we’ve added a new mechanic we call the Critical Hit. Anytime a vehicle takes a hit, we check the amount of final damage that was dealt, after the angle and zone checks. If the damage was high enough, it’s a Critical Hit, and the vehicle acts much like they did in Battlefield 3, losing power in tanks or having loss of control in aircraft – but this effect is temporary, and the vehicle recovers automatically after a few seconds.


    The critical hit damage threshold is carefully tweaked alongside the damage zones and glancing-hit scaling on each vehicle, in a way that promotes playing smart as both a vehicle operator, and in an anti-vehicle role. This new concept of temporary critical hits means that we keep the sense of impending danger that a damaged vehicle brings – while still allowing for brave drivers to regain control and keep fighting.

    Hit’em Where it Hurts: Mastering Vehicle Damage

    Key to taking down enemy vehicles in Battlefield 4 is of course to know the most effective ways to damage them. The vehicle damage systems are similar to those in Battlefield 3 but we’ve balanced and fine-tuned it and fixed some problems. Take MBTs (Main Battle Tanks) for instance. Just like in Battlefield 3, they have the strongest armor of any combat vehicle in the game, but only in the front of the vehicle, while the back of the MBT has the weakest armor of any combat vehicle. Then on the sides they have standard armor, the same as the other tanks have all around.

    Even though the MBT is the only tank with strong and weak spots like this, it still matters how you approach any tank with anti-tank weapons. A straight shot, perpendicular to the face of the vehicle where the impact occurs, will deal the most damage. A shot at a more “glancing” angle will deal less damage. So steady aim, ambushing and flanking heavy vehicles is the key to taking them down.

    In Battlefield 4 we’ve also added a new “top” zone to all of the combat-oriented tanks, which also takes into account at what angle the impact has occurred. The FGM-148 (Javelin) missile, and the vehicle-based laser guided missiles will all naturally achieve a devastating top-attack hit when responding to teammates laser-designated targets. You can also achieve this with an RPG if you are firing from the right position, like a strategic hiding place on a rooftop or by paradropping from above.

    Take to the Skies: Unique Air Combat Roles

    It wouldn’t be Battlefield without the ability to get into a jet or helicopter and help out your team from above. One challenge we faced when tweaking the airborne vehicles in Battlefield 4 was to clearly define their roles.

    For instance: in Battlefield 3, Fighter Jets and Attack Jets were fairly homogenous and shared the same unlocks. They were both practically the same class, with few differences. In Battlefield 4, we’ve updated the Fighter Jet class to Stealth Jets with two new vehicles not present in Battlefield before (including the Chinese J-20), and their customization options now focus on air-to-air fighting. Attack Jets now have their own set of unlocks which focus on air-to-ground capabilities.

    As for helicopters, the scout, transport and attack helicopters return and their unique roles are also defined in different ways. The scout helicopter is faster and more agile in Battlefield 4 and works well against infantry and light vehicles, and the attack helicopter can easily take out armored vehicles with the co-operation of a skilled co-pilot. The transport helicopter is, as always, the ultimate squad team play vehicle. Piloting the helicopters can perhaps be somewhat of a challenge, but is also very rewarding for those who dare take to the sky. And of course, you’ll always have the new Test Range to perfect your flying skills in, before taking on the all-out war.
     
    Last edited: Oct 2, 2013
  3. cbpage

    cbpage OT Supporter

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    Commander Mode:

    Now, eight years after BF2’s release, Commander Mode is coming back. There were a variety of reasons why we wanted to bring it back to Battlefield – and not just including our own passion for it.

    Commander Mode was well-loved by fans in BF2. We realized just how much fans enjoyed it after all the positive feedback from the announcement we released at E3, which we were very glad to see. For us, Commander Mode is the ultimate level of teamplay. It takes you one step above the established squad leader chain of command and gives multiplayer matches something unique that you don’t see in your average shooter. We saw a great opportunity to innovate on a fantastic feature from the past and bring it into modern multiplayer.

    Of course, we didn’t want to just take Commander Mode from BF2 and throw it into BF4. We went through a thorough process of updating and perfecting Commander Mode, keeping the core ideas and feel from BF2 while bringing it into the modern gaming era.

    In Battlefield 4, one of Lead Multiplayer Designer Thomas Andersson’s main goals was to create more Commander vs. Commander gameplay (similar to what can be seen in RTS games) than we’ve had before in the series. We also wanted to make it accessible on many platforms. When we had the technology to do real-time 3D and bring the hectic Battlefield to the Commander’s screen, we knew we wanted to focus on that and give the Commander live feedback on his actions in-game. More importantly, we wanted the Commander to be able to see his teams’ actions so the Commander could better support them.

    We also decided to make the very important change of making the role of Commander a full-time job. There is no possibility of going between 1st person and Commander Mode like in BF2. We wanted to ensure the Commander is dedicated to supporting the whole team, not just themselves. We all remembered the BF2 “Commander supporting himself while in a tank ignoring his team” worst case scenario, and that’s something we wanted to avoid happening again.

    Finally, we wanted to bring Commander Mode to mobile platforms. We made sure the mobile versions of it were on par with console and PC versions, to ensure any Commander can effectively support their team even when they’re away from home.

    Commander Mode in Effect

    There are basically two ecosystems/loops running in parallel when you play as the Commander: the squad loop and the main Commander assets loop. On top of these you always have a basic palette of assets available to support your ground troops.


    This basic palette includes UAVs for scanning and EMPs (jamming), as well as the Cruise Missile Warning, which designates an area where the enemy missile will strike, allowing your friendly troops to move out of harm’s way before it’s too late.


    In addition to this, you’ll also be able to designate High Value Targets, useful for pointing out especially dangerous enemies on the battlefield. An enemy on a kill streak of six or more will appear on the Commander’s screen as a selectable unit. This player’s location can be relayed to the entire team for a period of time (45 seconds at the moment). The Commander can add this aspect to a game where most players will shift focus for a while and hunt/protect this HVT player, as both teams are alerted about this Commander “promotion” when it happens. The attackers will receive additional bonuses when taking out said target, while the target will receive bonuses when performing kills while being HVT – thus both parties have something to gain from this. GTA’s classic “wanted stars” system is what we used as an inspiration for this, we think the highly skilled players will accept this challenge as the ultimate proof of becoming a lethal threat on the battlefield. As far as personal favorites go, the High Value Target is probably mine for the rush you get when you know that potentially the entire team is after you!


    Main Assets Loop


    These assets can be obtained by your team by owning the objectives and are gone once the objectives are lost/destroyed. The more aggressive and impact-heavy assets are located here. Depending on map and game mode, these are:


    -The Cruise Missile – launched from fixed positions on the map, they will fly at cruising altitude before dropping in an arc at the designated point, wiping out anything in the vicinity. Their power is substantial, and this is why a good Commander will use the Cruise Missile Warning asset whenever possible.
    -Two types of Map Scans – Vehicle and Infantry Scan, used for long-term highlighting of enemy units on the map for your team.
    -Finally, the AC-130 Gunship – as seen in the Commander Mode videos and in BF3’s Armored Kill, this powerful plane provides ground support from multiple weapons, as well as a mobile spawn point covering a large section of the map.


    Squad Loop


    These assets are earned in a similar way to Field Upgrades for your squad, so an experienced squad player will feel right at home with these: all the Commander scoring events are fed into the Squad Assets bar.


    Each asset costs 1, 2, 3 or 4 chunks of the bar. On a maxed bar, the Commander can use the most expensive asset or four of the least expensive asset, depending on the situation at hand. Similar to the Squad Wipe, a chunk of this bar will be depleted when the asset is used – again, having a similarity to the squad field upgrade bar was important for us when designing this.


    The assets available in this loop are:


    -Squad Promotion – boost the squad members’ individual field upgrade bars towards the next unlock.
    -Vehicle Drop – deploy a Quad Bike or a light Boat (depending on terrain) via parachute.
    -Rapid Deploy – cut the squad’s spawn time in half for a fixed period of time.
    -Supply Drop: deploy a large crate that will heal, resupply and repair friendly units. In addition, friendly units will be able to change kits on the field which we think is an interesting tactical addition to the game.


    Looking Forward


    We think both newcomers and long-term fans of the Battlefield series will enjoy the strategy layer Commander Mode brings to the table. We’ve added exciting new features such as the squad assets, the impressive top-down 3D view, and the long-term Commander career options (dog tags, medals, etc). Plus, interacting with your friends on the field and knowing the impact you can bring to the table is very cool.


    We can’t wait for you to try Commander Mode. This feature is where all systems in the game meet, collide and join forces. I sat down and realized that the only discipline missing from the mix is probably AI – everything else from graphics, sound, scripting, networking, etc. is involved. The challenge is to align all these disciplines and make sure they all push for the same goal – the best Commander in BF!




    Levolution:


    Unique Experiences Matter


    Bringing Levolution to multiplayer has been key for us. Personally, I think it’s fantastic how our fans have spent more than one billion hours in Battlefield 3. We’re hoping to top that with Battlefield 4 multiplayer. We especially hope that you’ll find something to enjoy every time you play, whether it’s a small change or a large change you make to a map.


    If you’ve been playing Battlefield, you know we pride ourselves on the dynamic “Only in Battlefield” moments that happen in multiplayer games. With Levolution, we wanted to give players maps that are highly thematic and have impressive “wow” moments in and of themselves. People play these maps countless times over the years, and we want you to be able to enjoy them for a long time. If you’ve seen our multiplayer trailer or followed our E3 and gamescom livestreams, you’ve had a taste of what you can do with our dynamic content.


    Changing the Game


    The big events like the skyscraper in Siege of Shanghai are something we refer to as a set-piece. Characteristically, Levolution set-pieces bring those awe-inspiring single-player events into multiplayer.


    The design philosophy for the Levolution set-pieces is to not just be happy with the spectacle of it, but make it matter in terms of gameplay as well. There should be pros and cons with a skyscraper coming down so that you have to carefully weigh the consequences of your actions and how it will affect your team. We’ve also tried to make sure the drawbacks to such an event don’t always affect the same type of player (i.e. always affecting pilots, or infantry, etc.).


    The triggers for these big events can almost be treated like sub-objectives that some players will want to protect from attacks while others will want to divert some resources to make sure that it happens. Because we love destruction, that’s a very common trigger for the set-pieces – but, for example, you will also be fighting over starting and stopping a countdown to a warhead.


    First I’d like to take a look at the Paracel Storm map shown at gamescom. Here we have the weather shift from clear skies and smooth sailing to something quite different. As the weather escalates into a raging storm, lightning strikes a wind turbine, weakening it and giving players the option of taking it down in order to free the immobilized destroyer.


    If you manage set the destroyer adrift, it will crash onto the island, changing the layout of the map. With a giant ship rammed up on the beach, line of sight is completely broken and you’ll never know what’s coming from the other side – unless your team takes control of the deck. From up there, the team has a dominating position over the area. As an added bonus, they also control the anti-air weapons on the ship and thus control the air space nearby.


    The changing weather in this map gives an entirely different feel to the match as it shifts, but it also introduces new gameplay possibilities on the open seas. As the storm rolls in, the map becomes darker and the violent weather creates big waves that are much more difficult to navigate. Suddenly you can have RHIB dogfights at sea where the outcome completely depends on your skill at surfing the waves and negotiating them for cover and speed.


    Another map (which we won’t name just yet) allows you to change an entire urban level from land-based to water-based. At the start teams will have access to various land vehicles that fit an urban environment. But if someone successfully destroys a levee and lets the water pour out, the streets will flood and boats will spawn as reinforcements in place of the land vehicles.


    The flooded streets also shake things up for infantry. The raised water level offers some interesting options for positioning on the map, opening up some areas you couldn’t get to before and simultaneously closing off other paths. While the boats control the streets, infantry will have to take to the rooftops for protection. You can also dive underwater, as well as use one-handed gadgets and one-handed weapons while in the water.


    This kind of Levolution shows just how important your play-style is. For example, if your team dominates in infantry combat, you’ll want to defend the levee. However, if you’re an expert with the attack boat and deadly in the water, you’re going to give everything you have to take that levee down. To relate to what I said before, the levee turns into a sub-objective for your squad or team based on how you want the game to play out.


    It’s the Little Things


    However, Levolution isn’t just about bringing down towering skyscrapers, flooding the streets, or crashing a ship into an island. We think the little things matter too, even if they aren’t as flashy.


    For example, on the small side of the Levolution scale we have the bollards that could be seen on our E3 live stream from the show floor. These bollards can be used to deny vehicles entry into an area. On our daily play tests here at DICE, we’ve seen players act as gate keepers to let their own vehicles through but hindering enemy progress by raising the bollards again when opponent vehicles approach. In this case, it creates a dynamic zone of infantry combat where the combat means something concrete in gameplay terms – the victorious side will have power over which vehicles can enter the highly sought area of the map where armored support can mean the difference between holding the base and quickly losing it.


    Battlefield 4 also features little moments like metal detectors going off when a player passes through them, giving the opposing team a heads-up that danger is coming their way. Or moments like turning off the power for a building, plunging it into darkness. With skillful communication, a prepared player can use the darkness to their advantage, flipping on night vision goggles and taking out an unprepared opponent.


    These are just a few examples of the many ways Levolution can play out on a small scale. As an individual and as a team, you have the ability to change how a match is played at any given moment.





    Battlelog in Battlefield 4


    With Battlefield, 4 your mobile device and tablet become a window into your game. Get a tactical view of the battlefield, highlight attack points on the mini map, and track your squad mates, all from your device or computer. The improved Battlelog will also allow you to more fluidly control your play sessions. Change your weapons and load outs in real time or select your next match and server without leaving your game. Want to check on your progression while you’re playing? You don’t have to pause or leave – just reach for your mobile.


    We’re also evolving the way that you compare and compete. Want to know who among your friends is the best tank destroyer or who can capture the most bases? With the new Missions feature you’ll be able to create custom challenges for your friends. A completed mission or improvement on a current record will notify your friends, letting them know it’s time to log on and try to take back their title!


    Geo-localized leaderboards will allow players to focus on the area that means the most to them. Compare statistics on the city, country, continental, and global levels. Make new friends and rivals with people near and far as you compete on the scale that you choose.
     
    Last edited: Oct 2, 2013
  4. cbpage

    cbpage OT Supporter

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    The Road to Battlefield: Tweaked to the Core

    Going into Battlefield 4, we knew we wanted to take the four playable classes from Battlefield 3 as a starting point. We’ve tweaked them to be more versatile and more highly specialized within their fields. Now more than ever, you can explore a wide range of combat roles and sub-roles when picking your load out and kit.

    For example, this time around the Engineer has a lot more variation in anti-vehicle weapons. We’ve also revamped the way we do vehicle disables and guided weapon systems to give the Engineer a broader set of tactics at his disposal. This includes everything from high damage weapons that may be more challenging to use (like RPG-7V2) to fire-and-forget smart weapons with low damage (like the MBT LAW), and the fan favorite Wire Guided Engineer Missile (the FGM-172 SRAW) that you might recognize from Battlefield 2.

    The Support kit has a few more offensive options, and thanks to community feedback will retain his C4 and Claymores from Battlefield 3. The XM25 gives him some nice indirect suppressive fire, a redesigned remote mortar allows him to use indirect fire from a distance, and the ability to equip carbines and DMRs gives him an added versatility in combat roles.

    Recon has gotten a much needed boost to mobility, as well as the return of the Spec Ops play style from Battlefield 2. Pack a carbine, C4 (or Claymores), and Motion Sensors and you’re good to go behind enemy lines. Fans of more traditional sniping roles will enjoy our revamped sniping mechanics with rebalanced Sniper Rifles, the ability to zero your sights (set an aiming distance), and additional optics and accessories. Finally, the Recon players can still utilize the MAV, T-UGS, and Radio Beacon to help out their team.

    Assault is still the frontline run-and-gun kit that also serves the role of combat medic. This was one of the major changes in Battlefield 3 compared to Battlefield 2, and one that players have really appreciated. Assault is still the go-to kit with med kits and defibrillators but has picked up some additional mobility with the First Aid Pack, which heals a single soldier over time, or the 40mm Flash Bang rounds to help clear rooms.

    The Quest for Mobility

    One of the main quests for the team when developing Battlefield 4 was to create a more mobile Battlefield. Squad players became very mobile in Battlefield 3 and we saw a gap where some of the more team play focused gadgets required players to sit still. We adjusted this by tailoring the kits, the gadgets, and the available specializations.

    As far as gadgets go, we’re allowing for stronger team play on the move by introducing all-new gadgets like the Portable Laser Designator, and adding new portable First Aid and Ammo Packs. These packs now allow Assault and Support players to top off a single teammate’s health or ammo on the move, while the traditional Ammo Box and Med Kit keep their stationary area heal and resupply roles. In the case of the Portable Laser Designator, it’s designed as a SOFLAM for the Recon on the run – allowing you to quickly laser designate targets without the longer setup time of a SOFLAM (with the tradeoff of not being able to deploy it and have it auto-designate targets for you.)

    Suppressing Fire!

    No one single gameplay mechanic has been as frequently discussed as the suppression system in Battlefield 3. Suppression will return in Battlefield 4, but we’re redesigning it based on your extensive feedback while keeping the intense feeling of being under fire that a system like Suppression provides.

    We’re increasing the suppression effect of Light Machine Guns, exclusive to the Support kit, while other weapons are less suppressive. Additionally, we’ve decreased suppression at close range to ensure that close quarters battles always focus sharply on player skill. Besides changing the visual effects of suppression, we’re also replacing the accuracy penalty in Battlefield 3 with a scope sway effect – similar to what snipers get in Battlefield 3 while suppressed. A skilled, focused player can keep his aim on target and get hits, even while under the effects of Suppression.

    Overall, we believe we have a great-performing suppression system in Battlefield 4 that doesn’t interfere in close quarters combat, while at the same time allowing for skilled players of the Support kit to really make a difference. Laying down covering fire as Support means your frontline runners can gain a crucial momentum in medium-range combat and still allows you to combat the improved long-range options we’ve given players who prefer to stay back at long range.

    Choose Your Path - Field Upgrades and You

    Last week on the blog, you could read about how Field Upgrades are the new specializations in Battlefield 4. You pick a set path of four upgrades which unlock in order as you perform squad actions like resupplies, repairs, healing, and following orders. You can track your progress in the Field Upgrade Progress Bar – or the “Bro Bar” as it has become known internally at DICE.

    Each of the playable kits: Engineer, Recon, Assault, and Support, have four upgrade careers to choose between. Two of these are global and usable for any kit – one of them focusing on Offense and one on Defense. Offense starts with SPRINT and goes through AMMO, MORE GRENADES, and REDUCED FALL. These give you quicker sprint speed, more available ammo magazines, one extra hand grenade, and allows you to fall from greater heights without taking any damage, respectively. This universal upgrade path is great for players who enjoy being at the front lines and leading the charge.

    Meanwhile, the Defense path will net you ARMOR, COVER, FLAK, and QUICK REGEN. These grant you increased protection from shots to the chest, a decreased rate of being suppressed, decreased damage from explosions, and a shorter time span before the out-of-combat health regeneration kicks in. If you are more defensive-minded, perhaps playing as Support from the sidelines, this can be an excellent choice.

    Besides the two universal Offense and Defense Field Upgrade careers, you will also be able to choose between two upgrade paths that are unique to your class and allow an increased specialization in specific combat roles. So while the Assault kit has the unique Combat Medic and Grenadier upgrade paths, Engineer can choose between specializing in the roles of either a Mechanic or Anti-Tank soldier. The first of these is all about repairing your own vehicles, while the latter deals with taking out enemy armor.

    While the path you choose will allow for different types of roles on the Battlefield, you’re never stuck with your first choice for the rest of the round. Whenever you wish, you can simple reselect. Doing this will never set you back in your current level of progress, so if you’re currently at level three out of four, you will keep that level and have it applied even if you change kit and/or upgrade path from the customization screen. Should you choose to leave a squad without entering a new squad, your current progress will be saved. So if you later in the same round join a new squad, you won’t have to start from scratch.

    We have greatly increased the number of unique specializations available in the game from Battlefield 3’s seven to over 25 in Battlefield 4. It’s a conscious design decision to allow for greater variety in any kit’s battlefield role – and here’s your chance to impact the design of these for the launch of the game.

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    Last edited: Oct 2, 2013
  5. Northern

    Northern lazy days OT Supporter

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    oh I see
     
  6. cbpage

    cbpage OT Supporter

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    :hsugh:
     
  7. Northern

    Northern lazy days OT Supporter

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    battlefield sucks!
     
  8. cbpage

    cbpage OT Supporter

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    fixt
     
  9. FunkyMunniez

    FunkyMunniez Active Member

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    Your cats are going to kill you before ps4 launches anyway.
     
  10. cbpage

    cbpage OT Supporter

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    [y]p5BSvwOYwxg[/y]
     
  11. stkorn97

    stkorn97 OT Supporter

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    needs more of this one also

    [y]1SRxs5xYWuo[/y]
     
  12. cbpage

    cbpage OT Supporter

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    Added. :h5:
     
  13. pachogamez

    pachogamez Active Member

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  14. pachogamez

    pachogamez Active Member

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    brb, switching to CoD ghosts

    [​IMG]
     
  15. pachogamez

    pachogamez Active Member

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    beta is gonna suck so much in the first days

    [​IMG]

    everyone rushing to take down the tower
     
  16. stkorn97

    stkorn97 OT Supporter

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    :rofl: pretty much, zero attempts to play objectives, also mind you the cod crowd will be on it also im sure dragging down any sort of teamwork possible
     
  17. cbpage

    cbpage OT Supporter

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    I voted "Get to the chopper." I know, I know...what a surprise. :o
     
  18. cbpage

    cbpage OT Supporter

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    Actually...should just steal the enemy chopper and then farm the skyscraper for easy kills. :mamoru:
     
  19. Northern

    Northern lazy days OT Supporter

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    :hsugh:
     
  20. cbpage

    cbpage OT Supporter

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    Added additional information regarding infantry kits and upgrades to the 3rd post. :)
     
  21. pachogamez

    pachogamez Active Member

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    Put the psn names list on the top.

    when it becomes bigger, and new people want to add people or look for it, shit gona suck having to scroll the wall of text
     
  22. Northern

    Northern lazy days OT Supporter

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    :rofl: like I'm gonna play this game
     
  23. cbpage

    cbpage OT Supporter

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    I can't without it being in super huge text. :sad2:

    Like you have some place better to be. You'll be playing. :squint:
     
  24. pachogamez

    pachogamez Active Member

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    Change the wall of text to another post, or just delete it and put a poster or banner of the orange glow soldier




    And northern, is Trevor the best canadian video game character ever?
     
  25. A Juggalo

    A Juggalo Active Member

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    in on this. Cant wait for Nov 15th :coold:

    psn- Juggalugalotus
     

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