Jump to content



Battlefield 2042


GFFermari

Recommended Posts

battlefield_2042.jpg
WWW.GAMEOVER.GR

Όπως προκύπτει από εσωτερικές αναφορές στην ΕΑ.

Ατιμωτική αποστρατεία και πάμε γι' άλλα. Για να δούμε αν κατάλαβαν επιτέλους τι θέλει η κοινότητα.

  • Like 1
Link to comment
Share on other sites

Εύκολο τι χρειάζεται:

- Ομάδα devs με όρεξη κ όραμα. 

- Fanbase που να μη σηκώνει πολλές μαλακίες και όντως να μιλήσει με το "πορτοφόλι" του 

- Να καταλάβει, να αποδεχτεί η EA & H Dev team τα λάθη τους 

- Όχι copy paste ιδεών ala clopy δυσλειτουργικά υβρίδια

Αυτό θα γίνει του Αη Λουτσου οπότε μη περιμένετε και πολλά εκτός και Zambella effect !?

Link to comment
Share on other sites

Στο V εχει κοσμο κ ξεκινησα παλι να ριχνω καμια σφαιρα οποτε μπορω.

Σκεφτομαι μερικες φορες οτι βγηκε το 2018 κ λεω στον εαυτο μου ρε μλκ ακομα αυτο?

 

Ολα τα BFs ειχαν θεματα αλλα με το καιρο γινοταν αποδεκτα. Για το 2042, ισως ειναι το πρωτο για το οποιο οι παικτες εχουν παραδωθει τοσο γρηγορα.

Στο V, καθε μηνα αλλαζαν ΤΤΚ κ ο κοσμος ηταν εκει....σχεδον.

Link to comment
Share on other sites

Στο 5 και πισω υπηρχε μια βαση που ηταν καλη. Ακομα και το 5 που ηταν χαλια εκανες τα στραβα ματια και το επαιζες.

Εδω μιλαμε για λαθος σχεδιασμο. Δεν αλλαζει αυτο και το θεμα δεν ειναι το scoreboard. Ειναι το μεγεθος.

Δεν υπαρχει δραση, πας περα δοθε σαν την κοτα μεχρι να φτασεις εκει που πεφτει το ξυλο και αν φας μια αδεσποτη παλι απο την αρχη. Δεν γινεται ετσι.

Αν εβγαζαν ενα ''dlc'' με δυο τρια μαπ πιο σωστα σε μεγεθος θα παιζανε παλι. Εστω και χωρις scoreboard και με heroes.

Βλεπει κανεις να γινεται τιποτα τετοιο?

 

Το gunplay ειναι καλυτερο απο ποτε, ο σχεδιασμος των χαρτων ειναι καλυτερος απο ποτε. Τα κανανε μανταρα στο μεγεθος και χαλασε το παιχνιδι.

 

Οτι υπαρχει εκτος του κυκλου ειναι αχρηστο. Μην σας μπερδευει το μεγεθος του χαρτη. Η αποσταση ειναι δυο φορες το ροτερνταμ.

bf2042-map-comparison-burry.webp

Έγινε επεξεργασία από fatalara
  • Agree 1
Link to comment
Share on other sites

  • 1 month later...
Battlefield-2042-screenshots-1.jpg
WWW.DSOGAMING.COM

DICE has announced that Update 4.1 for Battlefield 2042 will release tomorrow, and revealed its full patch notes.

 

Battlefield 2042 Update 4.1 Release Notes

 
Spoiler
Fixes, Changes, and Improvements
General
  • Vehicle Aim Sensitivity and Transport Vehicle Freelook Sensitivity Controller settings now always correctly apply their effects
  • Aim Assist has been improved while aiming at moving targets
  • Aim Assist should no longer incorrectly acquire targets through thin obstacles
  • When not ranking up, you should no longer see the “You have been promoted screen” during End of Round
  • Delivered improvements that help to reduce input lag
  • Adjusted Trigger Weight to ensure that inputs feel more responsive when applying successive inputs
Audio
  • The Announcer Voice Over for Battlefield 1942 and Battlefield 3 experiences has been remastered, and now includes new radio sound effects
Battlefield Portal
  • Specialists will now correctly display animations during the End of Round screen while in Battlefield Portal modes
  • Made the following changes to Hardcore Templates within the Battlefield Builder to align them with our Featured Experience offerings.
  • Enabled HUD in Hardcore Templates
  • Disabled Mini-map and Compass in Hardcore Templates
    Gadgets
  • Hitting enemies with EMP effects now correctly triggers Player Disrupted XP
  • Removed placement delay for deployable gadgets so they now appear instantly
  • Deployable gadgets are now easier to deploy
Insertion Beacon
  • The size of the Insertion Beacon has been increased so it’s easier to see
  • The Insertion Beacon is now visible from further away
Modes

In this update, we’re making multiple updates to the All-Out Warfare rotations. Our leading change is the removal of the 128 player version of Breakthrough. When reviewing the available experiences in All-Out Warfare, we felt that the 128 player modes are better suited for Conquest where gameplay spaces are larger, and where you have a more natural fit for sandbox gameplay.

In Breakthrough’s 128 player mode, we feel that the value and impact of an individual player, and squad is reduced due to the increased intensity and chaos of the combat.

When reviewing Breakthrough, we noted that the 64 player version represented a more tactical experience. Reducing our player count here helps to remove some of the chaos from the experience, and in combination with the reductions that we have made to the number of available combat vehicles, it means players are better able to hold frontlines more effectively. Players will also find more space to work together and fulfill their individual roles

As a result, squads in Breakthrough 64 have a better opportunity to work together, to flank the enemy, place a spawn beacon, use their plus menu to attach suppressors, then clear, and hold a point – one squad helping turn the tide as an example. We believe that the move to 64 players will bring back the pacing that helps celebrate these moments of teamwork and PTFOing, and will be keeping a close eye on how our changes help to improve the experience ahead of the start of Season 1.

Further changes
  • Breakthrough 64 for PC, PlayStation 5 and Xbox Series X|S now have set map sizes for specific maps:
  • Discarded, Manifest, Orbital, Kaleidoscope will play the 128 player version
  • Hourglass, Breakaway, Renewal will play the 64 player version
Soldier
  • The Compass now expands while in ADS to improve its readability
Specialists
Angel
  • Angel will no longer be able to grant Armor Plates via his Supply Bag
Boris
  • Spotting via the SG-36 Sentry Gun now highlights spotted players via a red dot, and spotted enemies are now also visible for friendlies
  • The SG-36 Sentry Gun will no longer track players behind walls
  • Overall damage and health for the SG-36 Sentry Gun has been lowered
    RPM reduced from 450 -> 250
    Start Damage 16 -> 10
    End Damage 10 -> 7
    Fall Off Damage Range 50 -> 40
    Projectile Speed 960 m/s -> 500 m/s
    Health 200 -> 150
    Lock-on time increased by 0.3 seconds
    Target Forget Time 2 -> 1.5 seconds
    Target lock-on range 65 -> 50m
    Reload Speed 5.2 -> 4.2 seconds
Dozer
  • Bashing with the SOB-8 Ballistic Shield while inside smoke should now always deal damage
Irish
  • Fortification System recharge rate reduced from 25 -> 20 seconds
Weapons
  • Update 0.4.0 introduced an unintended change to the behavior of some weapons via incorrect values on their damage tables. In this update we’re restoring performance to its intended design and you should feel an overall improvement to weapon performance
  • The impact of recoil affecting attachments has been lowered, while base weapon recoil has been improved to compensate. This means weapons without attachments now handle better
  • Bolt Action Sniper breath control now lasts a max of 5 seconds, with an added 5 second penalty if used entirely
  • Underbarrel Attachments no longer affect weapon deploy speed
  • Overall horizontal recoil for DMR’s has been reduced
  • Sidearms are now faster to deploy
AC42
  • Increased the AC42 distance damage dropoff at higher ranges
AK24
  • Removed the AK24 Semi Auto fire mode
  • Increased AK-24 Burst Mode rate of fire to 900RPM
NTW-50
  • Improved the NTW-50 effectiveness against vehicles
  • Added an additional damage multiple versus tank tracks
PKP-BP
  • Increased PKP-BP vertical recoil, and added a new horizontal recoil profile
SFAR-M GL
  • Improved the SFAR-M GL damage at short to medium range
  • Taking down an enemy now requires 5, instead of 4 bullets while at 20m
  • Decreased the SFAR-GL distance damage dropoff
SVK
  • Reduced SVK’s Horizontal recoil to make it easier to land follow-up shots
  • Increased the SVK distance damage dropoff past 40m
  • SVK’s High-Power Rounds damage lowered past 150m
  • Taking down an enemy now requires 3, instead of 2 bullets
Vehicles
  • Fixed a bug for no XP being rewarded when capturing an objective in a vehicle that wasn’t spawned via the Deploy MenuFollowing the release of Update 0.4.0, we’re continuing to make balance adjustments to vehicle gameplay by updating the total number of vehicles that can be active at any time across maps in Conquest and Breakthrough.
Conquest 128:
  • Kaleidoscope – Reduced each teams light ground vehicle allocation by 1
  • Manifest – Reduced each teams light ground vehicle allocation by 1
Breakthrough 64:
Breakaway
  • Adjusted Sector 4 to reduce the Attackers number of Transport Air Vehicles by 1, and reduced the number of Heavy Ground Vehicles for Attackers and Defenders to 1
Manifest
  • Adjusted Sector 3 to remove the Defenders allocation of Transport Air Vehicles, and also reduced the number of Heavy Ground Vehicles for Attackers and Defenders by 1
Hourglass
  • Adjusted Sector 4 to reduce the Attackers and Defenders allocation of Heavy Ground Vehicles to 1, removed the Defending teams allocation of Transport and Combat Air Vehicles
Renewal:
  • Adjusted Sector 4 to reduce the Attackers and Defenders allocation of Heavy Ground Vehicles to 1
Orbital
  • Adjusted Sector 4 to reduce the Defenders allocation of Heavy Vehicles to 1
MAV
  • The MAV is now part of the Transport vehicle category
M5C Bolte
  • The M5C Bolte’s Missile Launcher no longer deals unintentional increased damage to air vehicles
  • The M5C Bolte is now part of the Armored vehicle category
  •  
Link to comment
Share on other sites

4 ώρες πριν, το μέλος DEADLAZARUS έγραψε:

In this update, we’re making multiple updates to the All-Out Warfare rotations. Our leading change is the removal of the 128 player version of Breakthrough. 

:rip:

RIP για το 128 players στο Breakthrough?? Ας φτιάξουν το game κ βλέπουμε... Επίσης υπάρχει το Conquest 128 players σωστά??

Link to comment
Share on other sites

2 ώρες πριν, το μέλος AKISSS έγραψε:

Επίσης υπάρχει το Conquest 128 players σωστά??

Δυστυχως, ναι. Επρεπε να παραμεινει στο 64.

Έγινε επεξεργασία από fatalara
  • Like 1
Link to comment
Share on other sites

  • 2 weeks later...

Αυριο αρχιζει αλλα εχουν βγει καποια βιντεο, και ολες οι αλλαγες ειναι σωστες. Mονο που ο σπεσιαλιστας με το tv missile θα επρεπε να υπηρχε απο την πρωτη μερα, οπου στο break τα ελικοπτερα εκαναν παρτυ (και πραγματικα λυπομουνα τους αμυνομενους που επαιζαν το objective).

Αν φτιαξουνε το minimap  και βαλουν server browser ειναι ετοιμο για κυκλοφορια.

Link to comment
Share on other sites

το πήρα πρόσφατα . Γενικά μου άρεσε αλλά δεν θεωρώ τον εαυτό μου γνώστη του τι θεωρείται καλό στο multiplayer . 

αλλά παρατήρησα το εξής. 

έχω ένα 1920χ threadripper από το 2017 και σε κάποιες πίστες είναι κοντά στο να τερματίσουν οι πυρήνες . δεν αναγνωρίζει το hyper threading σε όλους τους διπλούς πυρήνες . τo ίδιο είχα πάθει με το battlefield 1 tτο 16 με τον 3550 τον ιντελ . τότε μου τερμάτιζε 100/ 100 και το παιχνίδι σε ορισμένες στιγμές κολλούσε . ευτυχώς τώρα θα αντέξει ο επεξεργαστής για κανένα δύο χρόνια στο battlefield ακόμα . και το κακό είναι ότι δεν βγάζουν threadripper και στους απλούς δεν έχει τουλάχιστον 24 πύρηνο  να κάνουμε καμία αναβάθμιση . 

Link to comment
Share on other sites

  • 3 weeks later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Δημιουργία...

Important Information

Ο ιστότοπος theLab.gr χρησιμοποιεί cookies για να διασφαλίσει την καλύτερη εμπειρία σας κατά την περιήγηση. Μπορείτε να προσαρμόσετε τις ρυθμίσεις των cookies σας , διαφορετικά θα υποθέσουμε ότι είστε εντάξει για να συνεχίσετε.