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πριν 3 ώρες, το μέλος dfk_7677 έγραψε:

Οι active users είναι πάντα πολλαπλάσιο των peak concurrent daily users (220K). Για παράδειγμα:

CCfuvW7WYAIoITs.png

Εδώ έχουμε 25Μ*13.9% = 3.475M active users για το BF4 μέσα Μαρτίου με μέσα Απριλίου '15. Την ίδια περίοδο οι peak concurrent daily users δεν ξεπερνούσαν τους 150Κ.

 

Χρησιμοποιώντας απλά αναλογία με το BF1 (όχι σωστό αλλά καλή προσέγγιση), οι active users του BF1 για τον τελευταίο μήνα είναι: 3.475M * (220K / 150K) = 5.1M

 

Άρα το ποσοστό των active users τον τελευταίο μήνα για το BF1 είναι κατά προσέγγιση 5.1Μ/22Μ = 23%

 

Και απο αυτους ενεργοι καθε μερα το 2,94%...

Μην το συνεχιζεις αστο... 

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Παράθεση

Hi Everyone,

 

Today we are introducing a major update where we're tweaking many weapon values to get them to feel more powerful and to slightly reduce the disparity in raw time to kill between fast firing and slow firing weapons.
 

During the next days, we will be carefully monitoring these changes on the CTE to ensure that they meet balance and our expectations when it comes to overall gunplay.
 

What does this change means in general?

 

For most of the automatic weapons like LMGs and SMGs, this typically means you will be required one less bullet to secure a kill.

 

When it comes to the self loading rifles, their accuracy and effective fire rate are improved. These changes should make these weapons that require multiple hits to kill more effective relative to bolt action rifles, shotguns, and explosives.
 

This should get most of the weapons to reach a time-to-kill closer to that of Battlefield 4 and allow players with great weapon control and mechanical skills to have a better chance dealing with multiple enemies and coming out victorious of a duel even if they start with a health disadvantage.
 

We are also tweaking shotguns to reduce the random factor involved in pellets dispersion.
 

In details:


Light Machine Guns (Support):

The damage of all LMGs has been increased. This should make enemies feel less like "bullet sponges" when targeting them with LMGs, especially for the LMGs that previously could take up to 7 hits to kill. Now most LMGs will kill in 4-5 hits. Also tweaked recoil values of the LMGs that used to have low damage to offset their new damage model that is much closer to the others.
 

Chauchat (8mm Lebel heavy)

  • Maximum damage: 35 ⇾ 38
  • Minimum damage: 23 ⇾ 28
  • Extended 3 hits kill range
     

BAR and Benet Mercie (.30-06 heavy)

  • Maximum damage: 23 ⇾ 26.5
  • Minimum damage: 19 ⇾ 23
     

Madsen, MG15nA, MG14/17 (7.92x57 heavy)

  • Maximum damage: 23 ⇾ 28
  • Minimum damage: 17.5 ⇾ 21
     

Lewis, Huot, Perino (.303 heavy and 6.6 carcano heavy)

  • Maximum damage: 23 ⇾ 26.5
  • Minimum damage: 15 ⇾ 20
     

Since the Lewis, Huot, and Perino will no longer dropoff to a much lower BTK at range than other LMGs, their recoil has been increased slightly to compensate.  

  • Lewis horizontal recoil: 0.34 ⇾ 0.48
  • Huot horizontal recoil: 0.16 ⇾ 0.28
  • Perino Horizontal recoil: 0.24 ⇾ 0.3
     

Submachine guns (Assault):

 

Increased damage for all SMGs at range, and for most up close. The Automatico did not receive higher close range damage, making its time to kill much closer to the other SMGs in close quarters. To compensate, its vertical recoil has been reduced slightly.
 

MP18, SMG 08/18 (9x19)

  • Maximum damage: 23 ⇾ 28
  • Minimum damage: 13.5 ⇾15
     

Hellriegel (9x23)

  • Maximum damage: 23 ⇾ 26.5
  • Minimum damage: 13.5 ⇾ 15
     

Automatico (9mm Gilsenti)

  • Minimum damage: 12 ⇾ 13.5
  • Vertical recoil: 0.4 ⇾ 0.36
     

Ribeyrolles (8x35)

  • Maximum damage: 23 ⇾ 28
  • Minimum damage: 15 ⇾ 17.5  

M1903 Experimental (.30-18 Auto)yes, it's effectively an SMG

  • Minimum damage: 13.5 ⇾ 15
  • Extended 4, 5, and 6 hit kill ranges.
     

Self Loading Rifles (Medic rifles)

 

SLRs are getting improvements to accuracy and range. The standing aimed accuracy of all SLRs has been improved, along with increases in damage dropoff ranges for most of their bullets. These changes push the effective range of SLRs slightly farther out to better differentiate them from LMGs. Spread increase per shot has also been halved for all SLRs.  

This increases the range at which they can be effectively fired at max rate of fire and reduces the recovery time needed between shots to help SLRs keep up with the decreased time to kill of automatic weapons in this update. As a result, players will now be able to have more consistent hits while keeping a high rate of fire and be stronger challengers on long range.
 

ALL SLRs

  • -0.03 to standing ADS minimum spread.
  • Spread increase per shot (SIPS): 0.2 ⇾ 0.1.
  • Increased range for most SLR bullets.
     

RSC (8mm Lebel semi)

  • increased two hit kill range: 47m ⇾ 70m
     

SL1906, SL1916, Mondragon, General Liu (7.92x57 semi)

  • Damage dropoff start distance: +50%
  • Damage dropoff end distance: +50%
     

Autoloading 8 (.35)

  • increased 3 hit kill range: 47m ⇾ 70m
     

Autoloading 8 Extended (.25)

  • 3 hit kill range: 17m ⇾ 20m
  • 4 hit kill range: 27m ⇾ 30m
     

m1907 (.351SL)

  • 3 hit kill range: 27m ⇾ 30m
  • 4 hit kill range: 36m ⇾ 45m
     

Cei Rigotti (6.5 carcano)

  • 3 hit kill range: 36m ⇾ 45m
     

Shotguns

 

We have made some changes to how shotgun pellets work to add more consistency to them by reducing how much randomness plays a part in shotgun dispersion.  

All shotguns will now fire 12 pellets. The dispersion is now broken down into 12 sectors, 6 in an inner circle, and 6 in an outer ring. Each sector will contain 1 pellet. This ensures that all 12 pellets are more evenly spread over the dispersion cone, and prevents all of the pellets from bunching up in one area which could cause lucky one hit kills at longer distances, or could result in a complete miss.

 

To compensate for this change, we slightly tuned all shotguns so that they can keep similar damage and range with now 12 pellets for all.

12g Automatic

  • Pellet count: 11 ⇾ 12
  • Max damage: 8.4 ⇾ 7.7
  • Min Damage: 4.2 ⇾ 3.85  

Sjögren

  • Pellet count: 13 ⇾ 12
  • Max damage: 8.4 ⇾ 9.1
  • Min Damage: 4.2 ⇾ 4.55
     

M97 Trench Gun

  • Pellet count: 15 ⇾ 12
  • Max damage: 8.4 ⇾ 10
  • Min Damage: 4.2 ⇾ 5
     

M97 Sweeper

  • Pellet count: 22 ⇾ 12
  • Max damage: 7.2 ⇾ 12.5
  • Min Damage: 2.4 ⇾ 4.2
     

Model 10, Model 1900, and Sawed Off

  • Pellet count: 20 ⇾ 12
  • Max damage: 8.4 ⇾ 12.56
  • Min Damage: 4.2 ⇾ 6.25
     

We really hope to get your feedback on these changes, make sure to jump on the CTE to try them out!

 

Παράθεση

Hi again,

 

Alongside today's weapon update, we're also reintroducing the Conquest "legacy" Majority rule to the CTE following the very popular community demand the past months.

 

What is conquest Majority?

 

With this update, Conquest Majority moves away from all the flags individually counting towards scoring. Your team will now need to own the majority of the flags to score tickets. This should allow for a much better chance for your team to turn the tide of the battle even if the enemy is close to winning as long as you maintain majority.

 

We are very curious to see how this will play out in-game and we really want to hear how you feel about this change. We will be testing this change on the following conquest maps:

  • Amiens
  • Ballroom Blitz
  • Sinai Desert
  • St. Quentin Scar

 

I will see you on the Battlefield!

Οι αλλαγές που έγιναν σήμερα στη CTE (πιθανότατα θα είναι στο patch του Οκτωβρίου αν όλα πάνε καλά). Επιστροφή στο κλασσικό Conquest ticket system και χαμηλότερο TtK (Time to Kill) για όλα τα όπλα (εκτός sniper, καραμπίνες και automatico).

 

Εξαιρετικά νέα, το παιχνίδι κινείται φανερά προς τη σωστή κατεύθυνση έστω κι αν άργησε όσο το fix για το netcode του BF4.

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πριν 41 λεπτά, το μέλος Proteas έγραψε:

Να ανακαλεσω τι απο 2 φωτογραφιες προτιμησες να βαλεις την ποιο παραπλανητικη την μια που δεν ειχε ημερομηνιες

και τελικα οπως μαθαμε πως υπηρχαν 2 beta και αντι να το πεις εξαρχης οτι το γραφημα ειναι μεχρι τον 8/14 το αφησες

και δεν ειπες τιποτα. Τι να υποθεσω τωρα ?

Εσύ κι εγώ ξέρουμε καλά ότι δεν είμαι ικανός να παραπλανήσω εσένα. Απλά, αφενός ήταν βολικό για σένα το γράφημα να εκτείνεται μέχρι το '15, αφετέρου που να θυμόσουν πόσες beta είχε η μπούρδα το Hardline.

 

Μπορείς να ρωτήσεις τους φίλους σου για το DLC, εγώ δεν τα παίζω σχεδόν καθόλου.

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μιας και ψάχνεστε με beta/alpha/releases κτλ..έχω κρατήσει τα παιχνίδια  στο library μου, μιας και είχα πρόσβαση και στις 2 φάσεις.
(το hardline ήταν μακράν ότι χειρότερο έχουν βγάλει..βασικά δεν ήταν bf..ας το κυκλοφορούσαν με το όνομα omaha που ήταν)

hZf2Zn2.png

 

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E4ycAoh.png

 

edit:

αα τώρα είδα ότι τελικά,βρήκατε ότι ήταν σε 2 φάσεις beta.

Έγινε επεξεργασία από xtrmsnpr
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Παντως ολο το παιχνιδι ειναι δυο με τρια αντε τεσσερα οπλ,α ολα τα αλλα χαλια μαυρα.

Mondragon sniper Hellrieger Automatico Revel sniper

Αν δεν μπορεις να παιξεις ενα απο αυτα το K/D ratio παει στα ταρταρα.

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1 hour ago, fatalara said:

Αδυναμο πολυ.

Εξαρταται απο τον τροπο που παιζεις

 

Ειναι το μοναδικο(για το medic class) που μπορεις να παιξεις κοντα στη δραση χωρις να φοβασαι τα 1v1 με smg's και lmg's

 

Πολυ lag το παιχνιδι παντως μετα το patch....

Έγινε επεξεργασία από Lazy Dog
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