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    • AOBLXIX

      Battlefield F.A.Q. [Please Read]   04/18/2016

      After multiple questions coming up that were about the same topic we have decided to create a little F.A.Q regarding some of the most talked about topics. Please make sure you read EVERY question and answer. First thing's first, please use the search feature before you ask a question because it might have been answered already: CLICK HERE TO USE THE SEARCH FEATURE Q. I've been banned what do I do? A. Visit the "Ban Info" menu at the top of the page and click that appropriate link that relates to your ban. Then make sure you fill out the form properly after reading the guidelines to submitting a ban dispute Q. What do I do if someone is hacking? A. If you are in game you can report said individual using @report 'playername' REASON HERE If that doesn't help you, you can always submit a ban request by visiting the "Ban Info" menu at the top of the page and clicking the appropriate link Q. Can I submit a request for a new server, or a smaller special server? A. Sure but to put it bluntly most requests have been made already so rather than making a request that has already been made you should visit THIS LINK. That link talks about how we can go about getting more servers and what needs to be done to get those. Q. Well why don't you change some of the servers that you have now to those special servers? A. Because we have those servers as they are what stay full and are the easiest to keep populated. Just because 5 people like something doesn't mean that it's a smart option to keep a server that those 5 people think is a good server. Q. Why don't you change the ticket counts? A. Ok this is where you need to start realizing that the admins at ADK have been running servers for well over a combined 20 years if not more. We promise we're not going to do something that won't work and if we do happen to do that we have our admins making sure that we try to provide the best servers possible for as many people as possible. We love suggestions but when the suggestions are made that make us seem like we don't know what the heck we are doing that's when it's a little overboard. Again just because you and your buddies like something doesn't mean it's a great idea for a large gaming community as the server won't stay populated and pay for itself. We do want to start bringing more of those to the community, but please refer to the answer of the 3rd questions where a link was posted regarding different servers and how to make it happen. But to answer this question some, on certain servers like our BF3 TDM, it is meant to be a quick round server where you have a match that ends quickly. Some people don't want to play a round that goes on for 30 minutes, and a lot of people have enjoyed it. And again our admins do look at servers and how they are doing, but don't forget just because a few people want something doesn't mean everyone wants it. Q. How come I can't use explosives in a no explosives server but everybody else can? A. In actuality those individuals aren't supposed to either, but they are choosing to break the rules We are humans and unfortunately we aren't perfect to catch everyone. But our admins do the best that they can to be perfect and we have our auto admin in place for no explosives, but it comes down to rules are rules. If you choose to break them and you get in trouble, that is your fault and there is nobody else to blame. You can make reports and if admins aren't in the server they will go over them to see those who break the rules often and will deal with them. Just because an admin isn't in the server doesn't mean that we aren't looking at the reports. Q. Why don't you have servers that have multiple expansion maps on them? A. Because they are quite difficult to maintain unless you have people willing to be in the servers and make sure they are populated day in and day out. Please refer again to the link in the answer of the third question as this relates to that. If we have people who are going to make sure that these servers will indeed stay populated then possibly but so far we haven't been able to get that. In the past we've done B2K which a lot of people were begging for an it went nowhere. Q. There's someone cursing and using racist remarks in the server, why haven't they been banned? A. Because the reality of it is nobody will ever be happy, these are not remarks that you will see any admin using but we aren't going to police everybody and what they say. What one person might find offensive, the other person might not. So if we remove a few words then we'll need to remove all words that people find offensive. Now if the individual is spamming constantly and/or just being a troll about it you can always submit a ban request and let us know what was happening. Admins will then look over it to see what action needs to be taken. Q. Why don't you kick people who have a high ping? A. In reality high ping doesn't cause as many problems as a lot of people think. Admins have been talked to about how to handle something that is absurd but they will not kick someone with a 150 ping because people are complaining about them. We have members from all over the world and we're not going to limit what servers they play on. Someone's high ping to a server does not cause a server to lag. If the server is lagging it'll be everyone noticing it. BUT if there are only a few individuals who are complaining about lag, it's more than likely an issue with their connection to the server. The best thing to do would be do a tracert to the server, but most people don't want to believe that they might have an issue on their end or somewhere between their house and the server. And the reality is that there could be an issue that someone is seeing. There are plenty of posts about ping in the servers so feel free to do a search to look them up. Q. Why don't you just disable weapons that you can't use in the no explosive server? A. Don't you think we would have done that if it was possible? :) Q. Why can't I dispute a ban after 2 months? A. If people cared so much to play on our servers after a perma ban, they would come and dispute within the first 2 months. We feel 2 months is more than enough time to dispute a perma ban. Q. Why don't you have anything besides 64 slot servers? A. Again refer to the link in the answer to question number three. But long story short, it's not easy to keep small number servers populated as often as possible when we have as many servers as we do. Due to the fact that you could lose 15 people at a time in one game, there goes half the population of the server which could indeed empty the server. So if it's wanted we need people willing to put in the time and effort to do such and to make it so that there is always a queue for the servers. Q. Why does it seem like you guys get frustrated when people ask certain questions? A. Seriously though, it's because they are normally questions that have been answered multiple times and most of the time it appears that the question wasn't thought about in the manner of "Hey I wonder if anybody else has posted about this." Unlike Battlelog where things normally get hidden and admins don't respond, we do see pretty much 99% of everything that is posted without it getting lost because of the fact that we have admins for each particular section of the community. And those admins do make sure that we respond to topics where someone might have a question. So with that last question being answerd, please just take 10 seconds to browse the forums and search to see if your topic has been discussed before you go and make a post. If it's not too old or hasn't been answered feel free to leave your input but a lot of the same questions are coming up over and over. Ping, ping, ping, why can't I use explosives, ping, ping, can we have more servers, why can't we have these maps, why do you only have like 200 tickets on the TDM server, 64 players is a lot of people to have on a server, where are the expansion maps, why is this person using curse words and racist remarks and hasn't been banned yet. As always we do appreciate and ask for suggestions but most of the questions that we see over and over have been answered and could be answered for you by making a search on the forums. Thank you for your support of the community and as always we will continue to provide the best possible gaming experience on our servers for as many people in the world.
    • Dowin

      =ADK= Discord Link   04/24/2017

      Come join us in =ADK= Discord To download the Discord app go here: https://discordapp.com/   Discord is going to have a small learning curve over teamspeak so be prepared, but the fellow members as well as the Admins will gladly help you if you have any issues with installing or using the app. Once you have Discord installed all that's left to do is click the button below.   Welcome to the future of the =ADK= Community.   Click Here To Join! 
AOBLXIX

R42 - Battlefield Server Patch - 9/30/2014

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Start 1 AM Pacific Time, the R42 Patch will be rolled out to all Battlefield 4 Servers.  We can only assume that this will be the big CTE Patch that has been talked about for some time now. 

 

Once we get the full details about this patch and the patch notes we will let you all know. But when the servers go down you know that the patch is coming and you should be able to connect shortly there after!

 

 

Thanks for your support!

 

 

*** UPDATE*** Notes released on update server & game -> link

Edited by caveman70

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Well, I would have to agree...  that was a fast DL...  hit 12.8 MB, down at one point... 

 

But this is the big bad patch that is supposed to change the game on many levels. For one, changing the way the character moves to follow in the footsteps of BF3 movement. The downtime said servers would be down for an hour just to get ready for patch?    What does that mean?   My point or question, really, would be with this much of a change to the game, how could it only be down for an hour...  I will be the first to respond by saying, still down after an hour and 40.    wonder how long...   

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Two main differences I noticed are the mini map and the way we now run. To me the mini map looks a bit cleaner. I don't know if that's the right word but yeah. It's definitely a change that I noticed and liked a lot.

 

Another thing was the way we run. Now they said they changed it to the way that running was in BF3. I never played BF3 so I can't really comment if it's the same or not. I do like the changes though.  

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Looks like a good patch from my old peanut gallery. The clan I was in before all seemed to like the change. They came out of the woodwork to play this afternoon. I really don't have much of an opinion yet since the little I did play I really wasn't concentrating on. We will see soon. But so far all I hear is good things for the most part.

Bon

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Notes released on update:

 

The following tweaks and bug fixes apply across all platforms. However, PlayStation 3 and PC has unique fixes that you can find on the bottom of the post. 
 
GENERAL 
Fix for a crash that could occur when entering a vehicle or using a gadget. 
Improved soldier movement to closely match that of Battlefield 3 while still maintaining animation fidelity of Battlefield 4. 
Fix for an issue on the Siege of Shanghai where players could make themselves invincible near Flag A. 
Added pre-round ready state. The minimum player’s ready per team needed for the round to start is calculated from the team with less players. 
Crosshairs/Optics scale tweaked and visibility against light backgrounds improved. 
Helicopters and jets now affect trees and bushes which are set up to react to wind. 
Various collision fixes and other performance improvements have been made to Dragon’s Teeth maps. 
Uniform soldier aiming allows the use of procedural aim rate instead of the original preset numbers. 
Fix for elevators on Dawnbreaker being active on the Domination, Squad Deathmatch, Team Deathmatch and Defuse game modes. 
High latency indicator tweaked to give players a better idea of when they are experiencing lag. 
Fixed a rare issue where a second Commander would spawn over the already existing one in a certain scenario, resulting in 2 Commanders on the same team. 
Fixed the missing kill card issue for hardcore and anytime the killcam is off. 
Increased the Chain Link game mode round timer to 30 minutes. Ticket bleed rate has also been changed to be 40% slower. 
Fixed an issue where a player trying to join a full server would get an incorrect error. 
Added “Classic” Server presets. 
Increased the gunship cooldown for Commander to 60 seconds. 
Fixed an edge case where a Commander asset will never get "activated" for a team if the Commander is under a Proxy Attack. 
Fixed a crash related to the Riot Shield. 
The high frequency update is now on by default and cannot be turned off. It now also supports PlayStation 3/Xbox 360. 
Reduced the time it takes to display the incoming damage indicator. 
Fixed an issue where players joining Lancang Dam after the Levolution event didn’t hear the VO and alarm. 
Fixed issue where Battle Pickups would sometimes get dropped immediately after picking them up. Also fixed a problem where Battle Pickups can't be picked up when other soldiers are nearby. 
Made 100 tickets the default Rush ticket value. 
Fixed an issue where field upgrades would be lost when a player spawned into a vehicle. 
Tweaked smoke effects. Smoke is now bigger, has higher density and lasts longer. 
Fixed some materials that would react incorrectly to projectile collision. 
Fixed an issue where squads would get bigger than the supported maximum of 5 players. 
Fixed a bug where the Gamertag would not appear correctly in the emblem report screen. 
Updated player icon to show a shield variant when using the 10% health reduction perk (showing for enemy players only). 
Fixed an issue where players could get underneath the ship at Objective "E" on Paracel Storm 
Reduced head flinching on soldiers. 
Added functionality to be able to shoot when falling (not jumping). 
Fixed an exploit on Operation Locker. 
Fixed an exploit near the US base on Metro 2014. 
Fixed an issue on Dawnbreaker where players could get underneath the map. 
Fixed an issue where players could get under the map on Hainan Resort on the beach near the US base. Also fixed an issue where players could hide behind a wall and shoot at other players. 
Fixed an issue where the health/ammo boxes would block the line of sight for the defibrillators. 
Permanent fix for gadget exploit where a user could equip gadgets from different classes. 
Fixed an instance where unlocked China Rising or Second Assault assignments were being shown as if they were not unlocked and no progress had been done. 
Adjusted the red dot reticles for medium and long range sights for the Engineer Class primary weapons. 
Visual Recoil: Close range sights (except iron sights, IRNV and FLIR) and all Medium range sights have been changed to no longer be affected by animation AKA Visual Recoil. The removed random effect has nothing to do with real weapon recoil and doesn’t affect it. 
Vehicle hold or press button for boost option added. 
Added UI options for tweaking the ADS aiming sensitivity. The advanced options are now exposed in a separate advanced control options section. 
Fixed a Commander issue that could cause the cruise missile not to work properly if a flag received a neutral status while the missile was in the air. 
Fix for an issue where opposite teams would initially spawn too close to each other on Team Deathmatch, affecting all maps. 
Obliteration fix for an issue where the round would end while the bomb is armed due to the timer running out. 
Flashbang now dims the HUD when player gets affected by it. 
Fixed an issue on Capture the Flag game mode where the team with the highest number of points wins regardless of flag captures (points should only be counted on a draw). 
Fixed for an issue on Lumphini Garden on Conquest Large game mode where Capturing Flag B while the Commander is under a Proxy Attack will not give the infantry scan asset. 
Fixed an issue where players could get stuck in the customization menu while playing Defuse. 
Fixed LMG iron sights fires to reflect last few bullets visibility. 
 
CARRIER ASSAULT IMPROVEMENTS 
When the carrier is opened up the parachute spawn will be available as before. 
When the first crate is destroyed the defender team is moved back into the boat but the attackers still will only be using the parachute spawn. 
 
DRAGON’S TEETH MAP IMPROVEMENTS 
General collision fixes. 
Glitches/Exploit fixes for high places. 
Added out of bounds for rooftops to support restricted areas and prevent exploits. 
 
JET IMPROVEMENTS 
Fixed an issue related to the chase camera that could cause a glitchy orientation when the camera was targeted straight up or down. 
Added new positions for 3P jet cameras. 
Added weapon reticle to the 3P jet camera. 
Added an option to turn on/off the rolling (along with the jet) for jet 3P cameras. 
Fixed an issue with the SU50 and F35 not properly playing bullet impact sounds when under fire. 
Jet guns visual recoil has been reduced to 30% of what it was before. 
Improved the “stall” behavior of jets when reaching max vehicle height. 
Fixed issues where attack jets’ cockpit geometry was clipping/obstructing the HUD 
 
WEAPON TWEAKS AND FIXES 
Fixed an issue with inaccuracy on the RPG and XM-25 where if after shooting a player very quickly it switches to another weapon then switches back, then the dispersion is large until after the first shot. 
General weapon tweaks: Reduced suppression recoils. Removed recoil modifier for zoom. Made a 75% reduction in hip recoil. 
Muzzle Brake: Lowered the overall impact of this attach. Both its positives and negatives have been reduced. 
Heavy Barrel: Lowered the buff it gave to minimum moving spread, and moved some of that bonus into reduced spread increase. The Heavy Barrel should now be a good option for longer range tap firing. 
Lasers: Added a small buff to standing hip fire accuracy. 
Corrected spread increase values that were previously incorrect. (This primarily affects expansion pack weapons). 
Added missing bullpup modifier to SAR-21. 
Bullet velocity increases: Improved bullet velocity for Slugs and nearly all suppressed weapons. Selectively improved base velocity for weapons that were too slow for their intended range. 
Damage model: Many weapons have had their maximum and minimum damage adjusted slightly. It may take one extra bullet to kill at extremely close engagements and long range combat. 
Trigger Delay: Removed from all revolvers. 
Desert Eagle: Bullet velocity and minimum damage reduced. 
Adjustments have been done to slower rate of fire weapons to make them easier to use at longer ranges vs higher rate of fire weapons. 
Carbines and PDWs now have unique bullpup modifiers that give improved bonuses over the rifle counterpart. 
Ammo: Gave more ammo to the weapons that were short a mag compared to their counterparts. 
PDWs: Improved moving minimum spread. 
LMGs: Improved moving spread of mag fed LMGs vs their belt fed counterparts. 
DMRs: Audio when being shot at by a DMR has been improved. 
SKS and M39EMR no longer allow you to hold breath. 
Bullet velocities increased. 
Bolt Actions: Some bullet velocities increased. Gol Magnum rate of fire slightly reduced. 
SMAW: Slight increase to top speed and acceleration. 
MBT LAW: This underwent a big change based on community suggestion. You will need to aim slightly more accurately to engage the tracking. It is much harder to have it track a random vehicle between you and your target. It will no longer lock on targets behind cover. It has been slowed down slightly. It now begins tracking at 100m instead of 15, this gives the target slightly longer to react to the lock warning. 
SLAMs: Damage and blast radius reduced slightly. Three Slams will no longer take out a MBT on their own. The disabled MBT will need a single rocket to be finished off.
 
 
And...
 
 
ANIMATION BUG FIXES AND IMPROVEMENTS 
All pistols: Removed randomization of iron sights fire animation on most pistols per CTE feedback. 
All automatic pistols: Shortened duration of slide animation during firing animations to prevent slide appearing to not cycle when firing quickly. 
Automatic rifles: Fixed missing trigger pull animations. 
Unica 6: Fixed hammer getting stuck on iron sights fire animation. Shortened reload threshold so magazine registers as full, faster. 
CS5: Fixed magazine going invisible if reload is interrupted. Fixed problem where bolt action animation wouldn’t play when firing near the end of the tactical reload animation. 
G36C: Fixed charging handle position during full/tactical reload. 
CZ-805: Fixed charging handle position during full/tactical reload. 
AWS: Enabled semi-automatic fire. 
XM25: Fixed fire animation; including reciprocating charging handle. 
Bulldog: Fixed problem with tiered reload. 
M60E4: Adjusted reload interrupt branches to match other LMGs; ammo box now stays mounted on interrupt. 
L96A1: Added missing interruptible reload branches. 
JNG90: Adjusted reload threshold to prevent bypassing re-chamber animation at the end of empty reload. 
SR338: Fixed bug where fire animation could be skipped by firing at a certain cadence. Raised reload threshold. 
L85A2: Adjusted foregrip position so Angled Grip attachment doesn’t clip through the trigger guard; fixed reload animation bug that could cause accessories to shift on the weapon during animation. 
RPK-74M: Reduced both reload times by .3 seconds to better match animation. 
HK45C: Removed hammer position mismatch between idle and ADS. 
ACW-R: Reduced time to register reload. 
QBU-88: Fixed clipping issue in deploy animation. 
SR2: Added reciprocating bolt fire animation. 
SR2: Fixed missing bolt on empty reload animation, fixed sprint pose clipping issue in water. 
870: Fixed blending issue after zoom fire/pump action animation. 
M16A4: Fixed mismatched bipod pose, broken dust cover on model. 
RFB: Removed extra shell that moved when firing with a bipod and iron sights. 
MK 11 MOD 0: Opened dust cover to prevent jamming. Removed incorrect rotation during bipod fire animation. 
All DMRs, M82A3 Battle Pickups: Fixed bipod fire issue that skipped fire animation at higher rates of fire. 
M412 Rex, .44 Magnum: Adjusted fire animations for new trigger delay values, corrected trigger discipline while running. 
All belt-fed LMGs: Added “last few rounds” ammo visibility system to ADS fire animations. 
AWS: Fixed foregrip position to be on-rail in 1st person. 

GRENADES 
First grenade balance pass. 

Highlights: 
• Reduced initial capacity of RGO and v40 Minis by one. 
• Reduced blast radius of RGO and v40 Minis requiring more accuracy for full damage. 
• Increased the time it takes to refill explosives from ammo sources. 
• These changes are an indirect buff to the Offensive and Grenadier specialization. 

Detailed list: 
• Reduced RGO capacity 2->1 
• Reduced RGO inner blast radius 1.65->1 
• Reduced v40 capacity 3->2 
• Reduced v40 blast radius 7->6 
• Reduced v40 inner blast radius 2.5->1 
• Increased ammo bag pickup time for grenades: 

Flashbang 5s->9s 
RGO 7s->25s 
v40 8s->13s 
Handflare 1s->6s 
M18 5s->9s 
M34 8s->25s 
M67 5s->25s 
XM25 DART 1s->3.5s (5->4 rounds) 
XM25 3.5s->6s (2->1 rounds) 
40mm 3GL 8s->18s 
40mm Smoke 2.5s->5s (matching flashbang now) 
40mm LVG/HE 8s->9s 

UI TRIAGE (HUD TWEAKS AND FIXES) 
• Added advanced options for adjusting HUD icons. 
• HUD icons transparency support. 
• Aim down the sight (ADS) now causes auto transparency for HUD icons. 
• Added a new option for whether tapping spot button should give attack/defense orders. 
• Game mode bar on top of the mini map now also display objective squad order status. 
• Fixed issue with having space between the mini map and the Team Deathmatch game mode info bar. 
• Fixed the minimap world directions not showing in the Chinese version of the game. 
• Added advanced gameplay options sliders to control the transparency of the HUD elements. 
• Adjusted the red dot reticles for medium and long range sights for the Engineer Class primary weapons. 
• Added an advanced gameplay option to change the size of the minimap 
• Added an advanced gameplay option to make the minimap icons auto size along with the minimap scale 
• Added an advanced gameplay option to set the default minimap scale 

REVIVE IMPROVEMENTS 
• Revive timer has been added. It will show timers on teammates so that the player can choose who to revive. 
• Added a sound when defibrillators are 100% charged (giving the revived player 100% health back). 
• Fix for an issue that could cause the HUD to disappear when the player brought up the game menu while in a revive state. 
• Added initial implementation of revive timers for soldiers in man down state. It will now show timers on a teammate so that the player can choose who to revive. 
• Fix for a bug when you were able to revive teammates by only rubbing the defibrillators. 
• Fix for issue that would sometimes occur when two players on a team equipped defibrillators at the same time next to each other and are about to revive another team player, the player who is reviving gets no score and the other player gets score instead. 

RUSH IMPROVEMENTS 
DICE <3 RUSH is an ongoing Battlefield 4 Community Test Initiative with the intent to improve Rush on base-game maps. This initial release includes new layouts and rule sets implemented on: 

• Flood Zone 
• Golmud Railway 
• Hainan Resort 
• Lancang Dam 
• Operation Locker 
• Paracel Storm 
• Rogue Transmission 
• Siege of Shanghai 
• Zavod 311 

Improvements to Dawnbreaker and further tweaks to the above maps will be looked at. 

• Disabled Commander on the Rush game mode for all maps 

OBLITERATION COMPETITIVE IMPROVEMENTS 
• Reduced radar sweep on home bases to 40 meters. 
• Bomb does not have to be planted in a sequence anymore. 
• Reduced the time it takes to plant a bomb from 10 to 8 seconds. 
• Raised Obliteration Bomb icon over the bomb carrier's head. 
• Reduced the combat area on Operation Locker based on player feedback. 
• Reduced the combat area on Golmund Railway and tweaked the spawn points. 
• Fixed bomb out of bounds on Golmund Railway. 
• Blocked pipe access to rooftops on Zavod 311. 
• Reduced the combat area on Zavod 311. 

PLATFORM SPECIFIC FIXES 

PC 
• Fix for a game crash. 
• Added FOV slider (option) for the chase cameras of all vehicles. 
• Fix for an issue where Users where unable to rebind gadgets to slot 1. 
• Fixed an issue where the chat log settings wouldn’t properly function after a player exited the game. 
• Tweaked latency indicator. 
• Better post-processing for medium graphics settings. 
• Fix for when the text input form clears when switching between EOR camera and scoreboard. The text now remains in place regardless of the game actions. 
• Added an option to turn off the jets auto throttle feature. 

PS3 
• Fix for a game crash 
• Fix for a crash that could occur during the end of round screen. 

SERVER FIXES 
• Fixed an issue where taking damage indicators (the red wedge) where pointing in the wrong direction. 
• Lowered frame history time on all platforms to improve on ‘out of region’ player issues.
 
 
 
 
Edited by caveman70

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Mother of fixes, this is what I call a patch.

Lol I just had the exact thought. I haven't seen them ever roll out this many tweaks, bug fixes, and improvements to their game.

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They actually had some pretty good patches in BF3, but I agree, this is the best patch yet and this is what a majority of the patches should look like with the state of this game since release.  But we all know how the previous patches have looked -_-

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I'm diggin the new patch as well.  I haven't noticed a difference in sniping, but my old trusty AWS seems a bit weaker, oh well.  I haven't read the complete list of changes/nerfs/buffs so I'm probably saying stuff everyone already knows.  Glad to see they fixed the ability to get on the third floor in Metro.  Now if only we had the ability to shoot flares and make them go away......

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I have not noticed a difference.

I still die a lot and my bullets still for some reason wont hit the target. 

When will they put out a patch that fixes the above. 

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Me, im still seeing just weapons shooting with no player, missing tags above some of the other sides players. Im seeing one shot kills from the hawk 12, walking up to people and i have put a full clip of 12 Ga. Buckshot or slugs into their head and they turn around and one shot head shot me. Its a bit crazy but i do like everything they did, but there is some weirdness going on, unless many of the aim only or hitbox bots are being used extensivly. I even had a guy lastnight that you could just run into and he would get an instant headshot without firing his weapon. But idk, server side might be the big problem, but hey,my Accuracy has gone up 2% since the patch so im not complaining.

 

Harry

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I have not noticed a difference.

I still die a lot and my bullets still for some reason wont hit the target. 

When will they put out a patch that fixes the above. 

LOL, same here, but i did go from 1.39 Accuracy up to 4.90 since the patch LOL.

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@[member='OneXheadstone'] you cant see players cause your computer takes longer to load. you can fix that problem by having the game on your SSD. but idk about other stuffs. could be sever. but we cant really tell if they are hacking or not. cause we cant watch the game we played unlike csgo :

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Hard drive has nothing to do with that issue. On a map change everything loads into ram. Then the server updates via network your client.

It's then a network issue or gpu issue. Even an ssd would be to slow bandwidth and processing time to be accurate at all.

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@[member='OneXheadstone'] you cant see players cause your computer takes longer to load. you can fix that problem by having the game on your SSD. but idk about other stuffs. could be sever. but we cant really tell if they are hacking or not. cause we cant watch the game we played unlike csgo :

Me, i think the server needs restarting more often. but i hover around a 30 ping, have a 10,000 Rpm HD, no ssd no need. Running a 770 GTX Overclocked with a i52500K clocked to 4.3 Ghz and both are water Cooled. Getting a new board and processor by Jan, Do not need it, but getting it none the less. I also turned down all vidio setings Per Dynasty's article and i get well over 200 FPS.  My friend lastnight was seeing nothing but alot of guns running around and hes running DUEL Titan's at a cost of $1000 and the i7 Extreme 4790 maybe? Has 32 gig ram and has a 150Mb fiber optic line and has SSD. So i dont know really, but there is still weird things happening, but i like the patch, everything that matters seems to be great even my crappy Accuracy went up 3% LOL.

 

Harry

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@[member='Bromance'] really i thought it was cause of harddrive. so you saying it could be a network or GPU issue. can you tell me what is wrong with me? i have 20 down and 10 up. and i have 760? when i play with my buddies they load in faster cause they have the game on ssd. even tho i have better internet than them.

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