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《战地风云》【情报】Battlefield 4 CTE (结束测试)

2021-02-22 17:43:20来源:巴哈姆特发布:jintolin (杰特)

jintolin (杰特) #1 2014-05-10 07:13:01
已结束测试






CTE 为 Community Test Environment
CTE必须要拥有「高级会员资格」才可参加测试 (PC & XBOX ONE 已开放, 其他平台待确认)
CTE的客户端只有英文版, 网页可转中文但是会看不到新闻
CTE客户端2016/03/31档案大小:45.3 GB (暂时)
CTE测试编号(Test code):1102
CTE测试程式编号(Test code):CTE-176699
CTE每次测试时间, 依照官方公告为準
依官方说法:CTE的目的在测试与回馈, 将发生问题回报于CTE的讨论区 (应该也是用英文回报)
如何取得CTE请参考官方:
1. The Road Ahead: Introducing the Community Test Environment
2. Battlefield 4 Community Test Environment Update
3. 或 参考3楼文章
本篇目的:主要在传达部份CTE内部测试更新与修改, 给没有高级版的人知晓近况.

历史更新:(需先取得CTE权限才可观看网页)
@# 2014年
@#2015年
1 /30官方公告连结: CTE Prototypes – Patch #21 (156129)
# 冬季修正档测试开始
# 冬季修正档测试结束:
2 / 6 官方公告连结: CTE Prototypes – Patch #22 (156325)
2 /11官方公告连结: CTE Prototypes – Patch #23 (156497)
2 /13官方公告连结: CTE Prototypes – Patch #24 (156613)
2 /19官方公告连结: CTE Prototypes – Patch #25 (156723)
2 /20官方公告连结: The Community Map Project
2 /21官方公告连结: CTE Prototypes – Patch #26 (156807)
2 /25官方公告连结: CTE Prototypes – Patch #27 (157091)
2 /27官方公告连结: CTE Prototypes – Patch #28 (157220)
3 / 4 官方公告连结: CTE Prototypes – Patch #29 (157317)
3 / 7 官方公告连结: CTE Prototypes – Patch #30 (157514)
3 /11官方公告连结: CTE Prototypes – Patch #31 (157632)
3 /13官方公告连结: CTE Prototypes – Patch #32 (157775)
3 /14官方公告连结: CTE Prototypes – Patch #33 (157921)
3 /18官方公告连结: CTE Prototypes – Patch #34 (158124)
3 /20官方公告连结: CTE Prototypes – Patch #35 (158267)
3 /24官方公告连结: CTE Prototypes – Patch #36 (158680)
3 /26官方公告连结: CTE Prototypes – Patch #37 (158927)
3 /27官方公告连结: CTE Prototypes – Patch #38 (159003)
4 / 1 官方公告连结: CTE Prototypes – Patch #39 (159267)
4 / 3 官方公告连结: CTE Prototypes – Patch #40 (159415)
4 / 4 官方公告连结: CTE Prototypes – Patch #41 (159481)
# 春季修正档测试开始
4 / 8 官方公告连结: CTE Staging – Spring Patch #1 (159629)&&&&[备份于10楼]
4 / 9 官方公告连结: CTE Staging – Spring Patch #2 (159747)&&&&[备份于10楼]
4 /10官方公告连结: CTE Staging Update – Server Performance Testing (159747)&&&[备份于10楼]
4 /11官方公告连结: CTE Staging – Spring Patch #3 (160015)&&&&[备份于10楼]
4 /14官方公告连结: CTE Staging – Spring Patch #4 (160096)&&&&[备份于10楼]
4 /15官方公告连结: CTE Staging – Spring Patch #5 (160164)&&&&[备份于10楼]
4 /17官方公告连结: CTE Staging – Spring Patch #6 (160406)&&&&[备份于10楼]
4 /18官方公告连结: CTE Staging – Spring Patch #7 (160531)&&&&[备份于10楼]
5 /13官方公告连结: CTE Staging – Spring Patch #8 (161804)&&&[备份于13楼]
# 春季修正档测试结束:已于5月25日更新
5 /16官方公告连结: CTE Prototypes – Patch #47 (162018)&&&[备份于14楼]
5 /23官方公告连结: CTE Prototypes – Patch #49 (162339)&&&[备份于14楼]
5 /29官方公告连结: CTE Prototypes – Patch #50 (162486)&&&[备份于14楼]
5 /30官方公告连结: CTE Prototypes – Patch #51 (162524)&&&[备份于14楼]
6 / 3 官方公告连结: CTE Prototypes – Patch #52 (162593)&&&[备份于14楼]
6 / 5 官方公告连结: CTE Prototypes – Patch #53 (162657)&&&[备份于14楼]
6 /11官方公告连结: CTE Prototypes – Patch #54 (162818)&&&[备份于14楼]
# 经典地图计划 测试开始
6 /22官方公告连结: THE CLASSIC MAP PROJECT PROTOTYPE V1 (163245)&&&[备份于14楼]
7 /21官方公告连结: CTE Prototypes – Patch #55 (164047)&&&[备份于14楼]
# 夏季修正档测试开始
7 /24官方公告连结: Summer Patch Final Testing Release #1 (164194)&&&[备份于16楼]
7 /30官方公告连结: Summer Patch Final Testing Release #2 (164325)&&&[备份于16楼]
8 / 7 官方公告连结: Summer Patch Final Testing Release #3 (164394)&&&[备份于16楼]
# 社群地图 征服模式公告 测试开始
8 / 8 官方公告连结: Community Map Conquest Release #1        &&[备份于16楼]
8 /12官方公告连结: Summer Patch Final Testing Release #4 (164631)&&&[备份于16楼]
8 /13官方公告连结: Summer Patch Final Testing Release #5 (164670)&&&[备份于16楼]
8 /15官方公告连结: Summer Patch Final Testing Release #6 (164891)&&&[备份于16楼]
8 /19官方公告连结: Summer Patch Final Testing Release #7 (164962)&&&[备份于16楼]
8 /21官方公告连结: Community Map Conquest Release #2 (165138)   [备份于16楼]
8 /28官方公告连结: Summer Patch Final Testing Release #8 (165382)&&&[备份于16楼]
8 /29官方公告连结: Community Map Death Match Release #1 (165559) [备份于17楼]
# 夏季修正档测试结束:已于9月1日更新
9 / 3 官方公告连结: Community Map Death Match Release #2 (165840) [备份于17楼]
9 / 4 官方公告连结: Community Map Rush Release #1 (165913)     [备份于17楼]
9 / 5 官方公告连结: Community Map Rush Release #2 (165989)     [备份于17楼]
# 载具&反载具武器/装备平衡测试
9 /11官方公告连结: Community Map Conquest Release #3 [DEV ALPHA] (166311) [备于17楼]
9 /17官方公告连结: Community Map Conquest Release #4 [DEV ALPHA] (166635) [备于17楼]
9 /18官方公告连结: Community Map Conquest Release #5 [DEV ALPHA] (166742) [备于17楼]
9 /19官方公告连结: Community Map Conquest Release #6 [DEV ALPHA] (166846) [备于18楼]
9 /23官方公告连结: Community Map Conquest Release #7 [DEV ALPHA] (167068) [备于18楼]
9 /24官方公告连结: Community Map Conquest Release #8 [DEV ALPHA] (167217) [备于18楼]
9 /25官方公告连结: Community Map BETA release [Staging] (167408)    [备份于18楼]
10/ 3官方公告连结: Community Map BETA release #2 [Staging] (171081)  [备份于18楼]
10/10官方公告连结:Community Map Final release [Staging] (171625)     [备份于18楼]
# 节庆修正档开始(理论上应该算DLC, 主要为 龙之谷2015 更新内容)
10/16官方公告连结:Holiday Patch – Deathmatch release (172149)      [备份于19楼]
10/23官方公告连结:Holiday Patch – Conquest Large release (173669)     [备份于19楼]
10/28官方公告连结:Holiday Patch – Conquest Large release #2 (174146)   [备份于19楼]
10/30官方公告连结:Holiday Patch – Rush release #1 (174442)         [备份于19楼]
10/31官方公告连结:CTE Superiority Bonanza!                   [备份于19楼]
================================================================
2016/03/31 AM 4:00 (UTC+8)本次更新:176699
今天有更新当官方没放出公告

大略讲一下,内容大多是新的网页套件(Plug-in)测试!就是由网页去启动游戏程式的那个套件。
其他就PB 与 最终反击 三个免费DLC的资料有稍微更动.

================================================================
2015/12/09 AM 7:00 (UTC+8)本次更新:Happy Holiday Wishes from the BF4 Team! (176875)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

The end of the year nears and the Battlefield 4 team would like to take this opportunity to thank all of our players for helping us make Battlefield 4 what it is today. It wouldn’t be what it is without you, our very passionate community of players.
This year has been a real ride! We’ve released 5 free game updates with improvements, fixes, and new content. To add, the continued active player numbers and engagement shows us we are doing well.

Legacy Operations’ Dragon Valley 2015
We are currently polishing and touching-up the final release of this year, the Holiday Patch, after which the DICE LA team is gearing up for a well-deserved holiday season and vacation time. So, you’ll see much less activity on social channels and in the game during the Holidays.

The DICE LA Battlefield 4 team wish you all a great holiday season, and we’ll see you in 2016!
&
THE HOLIDAYS ARE HERE
Speaking of the holidays – we have dusted off our santas, reindeers and snowmen of holiday’s past. There are secrets previously not found to uncover still!
We also have the addition of snowballs to the arsenal – so you better find your favorite snowfort quickly and get ready for a massive snowball fight!
&
RELEASE NOTES
These are the changes included in this release:
  • PC multi monitor changes
    Multiple displays PC support: Fixed the commo-rose mouse resetting to the wrong position problem
    Multiple displays PC support: HUD world icons sticky zone adjustment functionality via UI.WorldIconStickyZoneScaleX and UI.WorldIconStickyZoneScaleY console commands. Very useful in multiple display setups if one wants to extend the sticky world icons (those which turn to directional arrows at the edge of the screen) from the center screen to the side ones
&
&
BUG REPORTS
To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within: http://www.reddit.com/r/Battlefield_4_CTE/
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

================================================================
2015/11/18 AM 6:00 (UTC+8)本次更新:Holiday Patch – Staging release #4 (176654)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

With today’s update we have a a potential PC lowspec fix for the low memory issues we have seen (prior to the last update) – we will increase low spec memory buffers for Dragon Valley 2015 specifically for PC.
This should mean we will have enough of a buffer to fix the issues we’ve seen prior to last update (where we swapped vehicles out).
&
PC LOWSPEC TESTING
To make sure we are good with our latest changes, we urge everyone to swap their graphics settings to LOW – and restart the game and start playing that way!
For the majority (which have computers with more RAM than the BF4 release lowspec) – this should mean you use some more memory when using LOW settings.
For people with close to or lowspec computers this means you might notice some more harddrive paging, as the map will require more allocated RAM to run.
But of course we are looking for anomalies, things that we’d like you to look for is:
  • Invisible players (floating weapons, no bodies)
  • Streaming issues (no sounds in a certain area, really bad texture resolutions etc)
  • Other anomalies you normally don’t see (when running other things than LOW graphics settings)
We think this change in combination with the previous releases vehicle swaps should get us to a really good place, but you guys will help us confirm this is true!
LATEST NEWS & FEEDBACK INSTRUCTIONS
For more information about the state of the Holiday Patch and the feedback we are looking for, check out the current Reddit post with more information here:
&
GAME MODES & RELEASES
To expedite this, we will start by splitting our focus to one of the top three game modes per release:
  1. Deathmatch Release (Previous release)
    Harbor area rework
  2. Conquest Large Release (Previous release)
    Full map, Conquest Large focus
  3. Rush “Large” Release (previous release)
    Full Map, first iteration Rush
  4. All Game modes Release (previous release)
  5. Staging Release <current release>
    As some of you know, staging means we are getting close to wrapping this patch up (we have to in order to get it out before christmas!). We are looking to get as much feedback from you
&
RELEASE NOTES
These are the changes included in this release:
  • Dragon Valley 2015
    Water Tweaks to match new lighting condition
    Cloud color tweaks
    Minor placement tweaks across the map (set dressing objects)
    Conquest Small
    -Moved one of the spawners forward inside of a building in the Hilltop Pavilion as it was stuck inside the wall.
    Reduced more memory by optimizing props across the map
    Aligned Chinese base vehicles with the ground.&&Moved Chinese parachute spawns 10m forward.
    Made lamps disappear when house is destroyed!
    Added to UI Schematic for rush and upated the current Minimaps
    Lighting update (rebake)
    Audio: Post Destruction – fixed issue where echo for gun shots would still apply for one of the destroyed buildings
  • Fall Patch coherence
    This release also includes a full integration of the Fall Patch – which means the changes you’d expect to see there should be in here. IE the vehicle balance should be the the “new” one etc. Let us know if you find any inconsistencies!
&
BUG REPORTS
To report a bug not related to feedback on the CMP map, open the subreddit push the “Report CTE Feedback/Bug” within: http://www.reddit.com/r/Battlefield_4_CTE/
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:


================================================================
2015/11/14 AM 4:00 (UTC+8)本次更新:Holiday Patch – Staging release #3 (176508)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

With today’s release we have had to do some bigger changes in relation to performance. In our quest to make the biggest most all inclusive Battlefield map, we took it a tad too far for our weakest platform – PC lowspec.
This results in a somewhat changed vehicle setup for the map. Considering Dragon Valley supported more vehicle types than any other map (Jets, Helis, Tanks AND Attack boats) – this should possibly not come as a surprise, but we got caught up in the full speed ahead mentality :).
This means we had to remove the Attack Boat – which acted as the anti air vehicle of the map. Of course we need a rock to the jets scissor – so the MAA is back. One per team, replacing one main battle tank on each side.
&
LATEST NEWS & FEEDBACK INSTRUCTIONS
For more information about the state of the Holiday Patch and the feedback we are looking for, check out the current Reddit post with more information here:
&
GAME MODES & RELEASES
To expedite this, we will start by splitting our focus to one of the top three game modes per release:
  1. Deathmatch Release (Previous release)
    Harbor area rework
  2. Conquest Large Release (Previous release)
    Full map, Conquest Large focus
  3. Rush “Large” Release (previous release)
    Full Map, first iteration Rush
  4. All Game modes Release (previous release)
  5. Staging Release <current release>
    As some of you know, staging means we are getting close to wrapping this patch up (we have to in order to get it out before christmas!). We are looking to get as much feedback from you
&
RELEASE NOTES
These are the changes included in this release:
  • Dragon Valley 2015
    Added a collision box for pier pieces that cause player to get stuck underneath them.
    Moved metal crates down a bit so player can jump over them. Floating boxes.
    Rush: Fixed Attacker Camera for base 4.&&Set proper number total simultaneous count on Rush vehicles
    Performance changes:
    Deleted Civilian car from the map for saving memory (civiliancar_02, used in the TDM harbor setdressing area outside of playspace). Deleted road zebra decal from port area and Gazebo on the far mountain. Replaced wood stack prefab with single one since schematics doesn’t work well with piled version.
    Changed the entry Gunmaster0 to GunMaster0 in the level load array which allows the loading screen to display.
    Moved 2 spawners on Objective F away from the assets they were stuck inside.
    Tweaked the Hydra vs side of the bridge damage so it can go over the damage threshold
    Invisible collision after deploying in a F35: Moved US side jet spawn closer to inland so it spawns over dedicated server terrain tile. Set terrain tile under US jet spawn to dedicated server
    Replaced some more unique objects with other existing ones to save memory for PC lowspec.
    Removed the helipad object to save memory (The helicopter is getting removed in a follow up CL).
    Removed the Attack Helicopter from the Woodyard
    Moved the Oil Barrels closer to the structure, as they would be in the way of the IFVs.
    Added an IFV to the Woodyard, in the same location that the AH and Helipad were at.
    Removed the RHIB in the US Base. Replaced it with a PWC.
    Removed the Attack Boat from the River Village.
    Replaced an MBT with an MAA on both faction’s main base.
    Replaced all LYT/ITVs with Quad Bikes. 1 at the CN Base, River Village, Market, Hill Village, and Wood Yard.
  • Fall Patch coherence
    This release also includes a full integration of the Fall Patch – which means the changes you’d expect to see there should be in here. IE the vehicle balance should be the the “new” one etc. Let us know if you find any inconsistencies!
&
BUG REPORTS
To report a bug not related to feedback on the CMP map, open the subreddit push the “Report CTE Feedback/Bug” within: http://www.reddit.com/r/Battlefield_4_CTE/
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:


================================================================
2015/11/13 AM 5:00 (UTC+8)本次更新:Holiday Patch – Staging release #2 (176417)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

Todays release includes several improvements to lighting issues, fixes for Rush, Conquest Large and Obliteration!
&
LATEST NEWS & FEEDBACK INSTRUCTIONS
For more information about the state of the Holiday Patch and the feedback we are looking for, check out the current Reddit post with more information here:
&
GAME MODES & RELEASES
To expedite this, we will start by splitting our focus to one of the top three game modes per release:
  1. Deathmatch Release (Previous release)
    Harbor area rework
  2. Conquest Large Release (Previous release)
    Full map, Conquest Large focus
  3. Rush “Large” Release (previous release)
    Full Map, first iteration Rush
  4. All Game modes Release (previous release)
  5. Staging Release <current release>
    As some of you know, staging means we are getting close to wrapping this patch up (we have to in order to get it out before christmas!). We are looking to get as much feedback from you
&
RELEASE NOTES
These are the changes included in this release:
  • Dragon Valley 2015
    Updated 5 spawn points in that same general area in TDM: 2 were inside the ramp, causing the players to get stuck underneath the world. 2 were stuck inside objects. 1 was facing the wall when spawning in.
    Fixed LOD grouping on bridge
    Adjusted height of assets in port
    Fixed tree shader
    Adjusted terrain height in refinery and adjusted prop placement.
    Brought in the CN out of bounds inland more. While the Chinese can still manuever about on that mountain, they shouldn’t be able to look into the base or roads of the US side.
    Adjusted road tool in port, deleted fences around CN helipad, smoothed out airfield face.
    Fixed LOD’s on Ramps that pop
    Audio: Added Big World sound volumes
    Updated shaders and colormap
    Tuned SoundAreas Spots and Bridge Collapse
    Adjusted road tool, adjusted rock placement
    Added more military set dressing
    Adjusted lod settings and merged blueprints
    Fixed log placement
    Replaced with non destructable version of radio tower
    Replaced assets that will destroy on top of 2 story building in market place
    Fixed the pivot point on the ladder to the bell tower.
    Resurfaced rock statue platform
    Clone assets and adjusted schematic so object will destroy properly
    Minimap touch up for TDM
    Replaced temp loading screens and updated UI schematic
    Adjusted rock placement across the map*
    New prefab for lanterns
    Fix for floating planters on temple stairs.
    Moved the US Stationary Anti-Air gun closer towards the center of the dock and replaced a truck. This should now cover most if not all of the base camping with helicopters.
    Moved the 3 US PWCs and RHIB further away from each other as they were clumped pretty close together with little breathing space.
    Moved one of the US MBTs on the other side of the building to give it more space and to prevent it from running over infantry. The road here was largely unused.
    Switched the IFV and MBTs around for the same reason as above, as the vehicles were running into each other and infantry.
    Moved one of the Quad Bikes in the River Vilage outpost closer into the outpost so players won’t spawn in and get killed immediately, as it was out and near the road.
    Moved both of the Quad Bikes in the Gazebo outpost closer into the outpost so players won’t spawn in and get killed immediately, as it was out and near the road and facing rocks.
    Moved a Quad that was against the barriers further away from it.
    Rotated a player spawn away from facing the corner of a wall.
    Moved a Jet Ski on the fishing villages on the other side of the pier so players wouldn’t get stuck as easily on deploy.
    Moved the stationary launcher near the southern bridge further away from the bridge itself, as it was obstructed by some of the objects there.
    Added an AT stationary turret near the Market shores to help against incoming tanks and attack boats.
    Adjusted road tool, added some props in port side road
    Deleted some one-off rock assets, set dressed inside of temple garden, updated collision of rock04
    Deleted CardboardBoxes_02a, unused assets
    Adjusted all embedded rocks (check for floaters)
    Fixed brick normal map and spec. Matched settings on foundation and bell tower.
    Fix for decals on door.&&the pivot was so far from door causing issues.
    Adjusted terrain around port for lod issue, deleted some one-off assets included regal issue.
    Added ESL Monument Plaque
    Created new destructible lights
    Added correct concrete to match the other railings
    Art direction changes to textures.&&Darken and cooled concretes unifying them. Added a lip to pagoda foundation to break up weird line.&&Tiled dirt that is stretching on pagoda.
    Replaced piled objects with prefab which has schematics. Painted port area.
    Bug fix for pier collision issue
    Conquest Large:
    Moved the FAC from the Wood Yard to the River Village objective.
    Slightly moved the PWCs from the River Village to make room for the FAC.
    Added a Quad Bike to the US Spawn.
    Conquest Small:
    Moved the CN MBT further up onto the road, instead of its previous spot which is behind a fence behind a cliff that it has to tumble off of.*
    Moved the CN IFV a little further up, as it was already rolling down the hill by default.
    Moved a CN infantry spawn further up in a building as it was in an awkward position at the start that forced the player to run through the whole building or turn around and exit and go back the same way they were originally facing.
    Adjusted all vehicles and infantry around to avoid players from running into each other as most vehicles were eithier already colliding with one another or would get run over by a faster vehicle behind it.
    Adjusted rock shader color, took out terrain texture from there.
    Invisible fire after destroing the food carts at capture point D
    Removed occluder in doors for dam building
    Raised terrain near waterfall
    Rearranged vehicle shed and bulk containers to prevent vaulting in port
    Hooked up destruction assets, adjusted road tool around bridge
    Painted terrain to hide some grass
    Fixed raycast on roofs and fixed on pagoda foundation decals.
    Adjusted color of mid-range trees, adjusted road tool in port
    Bullets have no collision with the stairs located at capture point F
    For Helipad, updated collision and adjusted corner of stairs.
    Conquest Large
    Moved the FAC from the Wood Yard to the River Village objective.
    Slightly moved the PWCs from the River Village to make room for the FAC.
    Added a Quad Bike.
    Conquest Small
    Moved the CN MBT further up onto the road, instead of its previous spot which is behind a fence behind a cliff that it has to tumble off of.
    Moved the CN IFV a little further up, as it was already rolling down the hill by default.
    Moved a CN infantry spawn further up in a building as it was in an awkward position at the start that forced the player to run through the whole building or turn around and exit and go back the same way they were originally facing.
    Adjusted all vehicles and infantry around to avoid players from running into each other as most vehicles were eithier already colliding with one another or would get run over by a faster vehicle behind it.
    Bug fix for rock collision
    Added clone of fence asset and changed lod distance
    Lighting update (rebake): Fix for out of memory crashes (Dynamic Enlighten frozen to Static)
    Added and adjusted the forward spawn parachute spawns in Obliteration
    Last content check in for Dragon Valley Audio.&&Added ambient big world sfx; Turned up volume of Waterfall close and far sfx.
  • Community Map updates
  • Weapon & Gadget Changes
    Increased maxturnangle for IGLA, ARM, PRM and HVM to 1008 (900) to ensure missiles do not accidentally spin into aircraft
    Reduced EngineTimeToIgnition for Stinger and IGLA to 0.1 (0.5)
    Increased EngineStrength to 57.5 (50) for Stinger, 82.5 (75) for IGLA
    Tweaked NearTargetDetonation for ARM, Heatseeker and Stinger so flares blow up missiles sooner:
    0.8 minimum delay for Stinger and Heatseeker, 0.6 for ARM (1.5)
    1.0 maximum delay for Stinger and Heatseeker, 0.8 for ARM (2.0)
    If NearTargetDetonation gets triggered by ECM, AA missiles will also blow up shortly after they start circling ECM
    Reduced the boundaries of the US on the ramp near their spawn to prevent them from entering the unused ramp, as requested by Hiro.
    Extended the boundary between D and C further into the mountain so players can hide behind rocks against incoming vehicles without issue.
    Raised the Market shore HJ-8 Launcher slightly up as it was sunk into the ground.
    Slightly xtended the boundaries south of the River Village so players can properly navigate on the hill thats within normal combat space.
    Brought the CQS boundaries more in-line with CQL in the eastern and northwestern hillsides
    Changed M60 ULT service star string to match the default template, so that it gets picked up correctly.
    Increased IGLA lock range to 580 (450): Since we did not get infinite height for the IGLA this change will separate it more from the Stinger.
  • Vehicle changes
    Bug fix: The bridge in Dragon Valley were not being destroyed by Hydra rockets – they now function as expected
  • Misc Changes
    Audio: VO line is no longer triggered (spotting yourself) when you pass through security anti-theft alarm.
    Fix for Pause menu re-opening after hitting ESC.
    Fixed the issue where you can pass through bollards: Scaled the bollards up by 30% Set the bollard prefab schematic to move the bollards raycast mesh server side too (otherwise there was a projectile desynch when bollards were lowered)
    PS4 – Walker/Dragon Valley – CQL – User encounters mobility issues when climbing the stairs of the helipad located on top of the Assembly (flag C)
    X1 – MP_Damage – User encounters an occlusion when he watches through a hole in a truck. For MP damage issue, added metal plate to cover the hole in prefab. Steve Lin checked it before.
  • Netcode changes
  • Fall Patch coherence
    This release also includes a full integration of the Fall Patch – which means the changes you’d expect to see there should be in here. IE the vehicle balance should be the the “new” one etc. Let us know if you find any inconsistencies!
&
BUG REPORTS
To report a bug not related to feedback on the CMP map, open the subreddit push the “Report CTE Feedback/Bug” within: http://www.reddit.com/r/Battlefield_4_CTE/
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:


================================================================
2015/11/10 AM 5:00 (UTC+8)本次更新:Holiday Patch – Staging release #1 (175800)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

Today we take another big step towards finishing the Holiday Patch and Dragon Valley 2015 – we are officially on the Staging branch!
For the regular CTE player, you know what this means by now, but for newcomers: We are now disabling all the Prototype features like the Superiority Bonanza, C4 names etc to setup a build as close to the “real thing” as possible – the Holiday Patch!
This means we will go into a period of lots of stability testing, and we are expecting one more release/update this week before we start a series of playtests on the Dragon Valley map which we hope you can attend!
&
LATEST NEWS & FEEDBACK INSTRUCTIONS
For more information about the state of the Holiday Patch and the feedback we are looking for, check out the current Reddit post with more information here:
&
GAME MODES & RELEASES
To expedite this, we will start by splitting our focus to one of the top three game modes per release:
  1. Deathmatch Release (Previous release)
    Harbor area rework
  2. Conquest Large Release (Previous release)
    Full map, Conquest Large focus
  3. Rush “Large” Release (previous release)
    Full Map, first iteration Rush
  4. All Game modes Release (previous release)
  5. Staging Release <current release>
    With the first Staging release we have lots of improvements to the map – but more are to come, specifically we are looking at issues like Rush layout/cover, Conquest large vehicle spawns and out of bounds and other tidbits!
&
RELEASE NOTES
These are the changes included in this release:
  • Dragon Valley 2015
    Color Tweaks for mist
    Bridge timing changes
    Temple foundation – 2nd UVs, painted mask for dirt and leaves,&&lods, collision, raycast, occluder and enlighten. fixed distance LOD setting on Pagoda and Temple Foudation. Fixed all ralings to match new foundation.
    Bug fixes:
    Soldier clips through the stairs 35m N-E from Flag C, Occluder present inside the temple next to the white monument column. Occluder present in a corner of the temple wall. Change the LOD group on the Pagoda ceiling. Misaligned texture on the floor in temple at capture point C. User has no collision with two stairway walls at the temple. Occluder is present at temple stairs, 46 m North of Capture point H. Missing texture under the stairs 31m S-W from Flag.
    Set dressing house in fisihing village,&&creating varioation for shacks.
    Replacing indestructible tree
    Added collision to fruitbox, replaced market boxes with market asset, updated schematics of refinery building
    Replacing all jersey barriers except in Noshahr
    Audio: Combined Damaged and Destruction Sound Patches and replaced in bridge destruction prefab
    Removed the remaining out of boundaries volumes from near the Market and the Waterfall.
    Fixed collision problem with temple pier foundation
    Audio: Swapped out Source Patch on all ambient files for DV, Adjusted values for spot SFX on DV, Adjusted routing of Ambient type for island sound area
    Updated shader on wet mud and adjusted some roadsplines.
    Fixing vaulting issue with split window in destructible Tibet buildings. Automatically destroy cross bar when both panes of glass are destroyed.
    Fixed the UI issue where capture points bled outside the minimap header
    Rescaled stairs at pagoda to OG size and doubled it up.
    Add additional stairs to the Pagoda at Objective B, but this is also present on other pagodas
    Removed CTF from Dragon Valley 2015 (it didn’t cut it)
    Fixed bug: The pillars on the pagoda (objective B) are missing micro-destruction
    Removing assets from temple and adding occluders for performance
    Temple: bell tower bottom exchanged bright versions of trim and roof wood
    Adding destruction Schematic and new bridge debris
    Addressing Pipes on Dam wall
    Bridge destruction FX thermal pass
    Replaced trucks in warehouse
    Fix for destructible planters and resurfacing temple gate foundation
    Painted under the houses to hide grass indoors
    Lighting: Variation to disable lantern lights, color grading, reflections for objects, removing lights from buildings
    Added off version variation of Chinese lantern
    Added the neutral PWCs (6 in total) from CQS to the Common Layer/Schematic, so that the vehicles appear in both Conquest Large & Small.
    Added the Attack Helicopter to the Wood Yard objective, on the helipad already present.
    Updated some of the objective groupings in the schematic to reflect their current name (i.e Gazebo became Hilltop Pavilion)
    Fix for floating road splines and assets
    Lighting: updating enlighten bake, adding enlighten to cinderblock roof
    Audio: Added sounds to buildings
    Swapped out objects with prefabs containing sound
    Fixed vaulting through the circle window wall. Cut holes through the collision to allow soldiers passage.
    Removed sky from planar reflection, tonemap, more color grading tweaks
    Bridges: Added a new DamageClass 4 subclass named “DV_Bridge” with a modification to the ExplosivePack damage relation. DV_Bridge has a DamageProtectionMultiplier set to 1.5 and a DamageProtectionThreshold set to the default value of 2. This allows C4 and slams to damage the destructible bridges in Dragon Valley. The new sublcass is only applied to the bridges in Dragon Valley.
    A designer now needs to adjust these values if they feel C4 and slam should take more or less to bring down the bridges. Right now it takes approximately 3 C4 or Slams.
    Reimported dragon valley bridges with updated UVs. Fixes texture density on both long and short bridges.
    Pier: Made collision bigger to fit object better
    Audio: Added Sound Area to Cranes, Added Spots to Cranes
    Marked wood for decals.
    Fixed Lighting, colorgrading, FX, hovering set pieces
    Adjusted pine tree size, updated cluster shader, adjusted height around temple, painted for floor through grasses.
    Changed terrain LOD distances to save performance
    Raised the terrain resolution layout of the CN spawn area so the terrain is properly loaded on level start.
    Adjusted road tool placement over all map, adjusted terrain height.&&
  • Community Map updates
    Fixed issue where the player could get under the ground at Ghost town.
  • Weapon & Gadget Changes
    Fixed: Incendiary grenade issues: burning through walls now no longer occurs, The grenades now properly deal damage to team mates when friendly fire is activated on the server and After detonating MCOM B from the second set of objectives, the fire resulting from the explosion is clipping through the wall and damages the user (Dragon Valley).
    Many props and projectiles with damage over time now have the occlusion testing enabled!
    Changes MAV EMP dart so that the HUD only shows available ammo when you can actually fire.
    Audio: Fixed issue with ACE-21 CQB suppressed audio being at a lower ROF
  • Vehicle changes
    Found two more occurences of aircraft wreckage that never disappeared. This changes the wreckage to disappear after about 50 seconds.
  • Misc Changes
    Operation Locker: Added a small collision ramp to smooth out the transition on the stairs outside on the helipad
    Squad leader replacement system: Changed timeout from 30 seconds to 60. Only clear the squad order if the order giver is the one that tries to remove it. Fixes issue where any squad member leaving the squad clears the order.
    Squad Obliteration: Found a bug where player dropped bombs would not work properly if you went out of bounds and came back. Needed to make sure to set the out of bounds flag to false when coming back into valid space.
  • Netcode changes
    Make vegetation breaking look smooth
    They are not part of the HF update and therefore need extra time nudge to make the breaking look smooth and never run into eextrapolation time
    Fix bullet spawning: during the first frame they already perform a full transformation due to the postframe change (spawned during Sim and picked up by postFrame). Fixes muzzleflash rendering too
    Support high frequency update for weapon component to decrease time difference between hit application and weapon firing
    Fix knife and instant hit bullets
    Give extrapolationtime more samples, at 120Hz 16 samples only covered 100ms
    Use last 30 packets for averaging the packet delta to make it mroe robust and steady
    Implement congestion control (bandwidth optimization)
    Clean up obsolete instant update on/off
    Unify vehicle/soldier hf update
    Remove obsolete high frequency gameplay menu option
    Implement congestion control or better: optimization of bandwidth
    Add gameplay menu,server and blaze option to switch on/off
    Adaptively change frequency if conection is poor
    Do not update more than client fps to save bandwidth and cpu(server and client)
    Do not run frequencies beyond 30 if latency is too high (defeats purpose and wastes bandwidth/cpu)
    Stabilize frequency buckets
    Add latency and updatefrequency to contact, move update frequ for networkperfoverlay from context to actually fetching it inside the playerview update
    Simplify and fix rate/frequency negoiation
    Do not evaluate relative latency if low latency
    The receive rate from the server doesn’t hijack the tick rate anymore, but has a new RecvRate line in the graph instad now
    Average client fps over 30s and not just 2, makes bandwidth optimization more stable
  • Fall Patch coherence
    This release also includes a full integration of the Fall Patch – which means the changes you’d expect to see there should be in here. IE the vehicle balance should be the the “new” one etc. Let us know if you find any inconsistencies!
&
BUG REPORTS
To report a bug not related to feedback on the CMP map, open the subreddit push the “Report CTE Feedback/Bug” within: http://www.reddit.com/r/Battlefield_4_CTE/
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:


================================================================
2015/11/04 AM 5:00 (UTC+8)本次更新:Holiday Patch – All Gamemodes release #1 (174835)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

With today’s release we will enable all the game modes that will be available on Dragon Valley 2015 at release – which means we want you to play and give us feedback on all modes!
&
LATEST NEWS & FEEDBACK INSTRUCTIONS
For more information about the state of the Holiday Patch and the feedback we are looking for, check out the current Reddit post with more information here:
&
GAME MODES & RELEASES
To expedite this, we will start by splitting our focus to one of the top three game modes per release:
  1. Deathmatch Release (Previous release)
    Harbor area rework
  2. Conquest Large Release (Previous release)
    Full map, Conquest Large focus
  3. Rush “Large” Release (previous release)
    Full Map, first iteration Rush
  4. All Game modes Release <current release>
    Today we enable all the game modes on the Dragon Valley – please play all and give us feedback!
&
RELEASE NOTES
These are the changes included in this release:
  • Dragon Valley 2015
    Watershader polish with fade options
    Left side waterfall fixes, more mist
    Waterfall shader polish to match ocean water
    Mist and waterfall ripple distance fade setting
    Terrain updates and shadows on trees
    Terrain streaming adjustments
    Added TRL for Deathmatch area
    Added TRL for main map area
    Tweaked streaming pools
    Updates to Noshahr object placement and height to align them with terrain.
    Temple_PierStairs new asset
    Added chinese to monument rock
    Reworking pier pieces at fishing village
    Added power line and added schematics
    Adjusted terrain height in tdm area
    Temple foundation lods and enlighten
    Planar reflection enabled with more density on normal map
    Mist VFX position tweaks
    Added sound areas and corresponding SPC/Wave Asset files for MP_Valley
    Created layers and schematics for Sound Ambients and Emitters
    Added a few emitters to MP_Valley
    Adding ESL plaque
    Adding new bridge textures
    Set dressed power plant building’s rooftop
    Minor adjustments to game modes. Flight ceiling increased from 550 to 600. Adjusted capture area around River Village. Small adjustments to Rush final MCOM placements.
    Fixed some collision issues
    Updated shader for asphalt and some other additional tweaks
    Audio: Adjusted Volume and linked destruction to ShedShanty Sound Area
    Audio: Replaced object with Prefab in MARKET VILLAGE layer
    Audio: Added Sound Area to RefineryWarehouse prefab
    Audio: Attached sound to destruction logic
    Added signs to refinery, updated prefab of powerlines with schematics
    Added signs at port gate
    Temple foundation remodel and texture work. New raycast and collision. 2nd UVs
    Fixed the wood in the fishing village
    Refining the setdressing and layout of the refinery and the airstrip, removed some redundant road stains also for better performance.
    Refining port area scattermesh and terrain shape
    Underwater color tweaks
    Added some pipes and collision volume
    Added set dressing for fishing village
    Changed out textures on 2 story buildings, stone fence and columns.
    Fix for floating logs at G – and placeholder texture on tanks at refinery
    Fixing floating object after destruction in the dam area buildings by adding schmatics
    Replaced electric box to one that does not cause damage
    Changed material of warehouse so it can have decals
    Art: Improved layout and set dressing at TDM area. fixed some terrain foliage clipping in some buildings.
    Fixed floating tree
    Fix for LAV getting stuck on walls at market,&&fix for floating arch,&&adjusting lantersn at pagoda
    Fix for floating pipes after destruction – updating fishermans shack at woodyard
  • Operation Outbreak updates
    CQL and CQS spawns and boundaries to prevent players from spawning out of bounds.
  • Weapon & Gadget Changes
  • Vehicle changes
    Fixed error in schematic hookup so that fire extinguisher now displays on LAV25 hud
    Increase damage of tank HE shell from 180 to 188
    AA missile dodging fix
    minturnangle 45 (90)
    turnanglemultiplier 30 (10)
    maxturnangle 900 (350) (For max speed 900)
    720 (250) (For max speed 250)
    mindetonationdelay 1.5 (0.65)
    Corrects IGLA acceleration from 350 to actually intended value of 75. 350 was incorrectly high.
    Updating descriptions for the MBT’s HE SHELL to match actual usage
    Fixed an issue where ECM did not generate an offset for incoming missiles on both Helis and Jets.
  • Misc Changes
    Parachute’s camouflage is not applied in gameplay after user customize it - Parachute customization is enabled for everyone (not just Premium players who opened the battle pack) now
    Adding the PS4 version of the network perf graph.&&Also hooked up a client-side editorial kill switch so we can turn this option off and on in retail if needed.
  • Audio Changes
    Negative & Affirmative Comrose will now play 1P and 3P radioized VO if both players are in vehicle. If 1 player gets out of vehicle, and player inside vehicle triggers, both players will hear radioized VO (1P and 3P). If player outside vehicle triggers, the player outside will hear non-radioized 1P VO, and player inside vehicle will hear radioized 3P VO.
    Get Out comrose will now play 1P and 3P radioized VO if both players are in vehicle. If 1 player is out of vehicle and the player inside the vehicle triggers, the player inside the vehicle will hear 1P radioized VO, and player outside vehicle will not hear VO at all (since they are already out of vehicle, it is not necessary for them to hear it).
    Requesting Orders comrose now works the same as Negative & Affirmative Comrose (see above).
  • Fall Patch coherence
    This release also includes a full integration of the Fall Patch – which means the changes you’d expect to see there should be in here. IE the vehicle balance should be the the “new” one etc. Let us know if you find any inconsistencies!
&
BUG REPORTS
To report a bug not related to feedback on the CMP map, open the subreddit push the “Report CTE Feedback/Bug” within: http://www.reddit.com/r/Battlefield_4_CTE/
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:


================================================================

12/09
限时活动道具 雪球 与 头部造型


看较旧的 197 则留言

杰特: 12-16 20:40

在那篇偷加了料防盗文, 大部份的人看了应该也知道不影响翻译器 已测过

MartinQY: 12-16 20:56

感谢啦!lol

杰特: 03-31 05:08

160331更新相关资讯:大略讲一下,内容大多是新的网页套件测试!

a8664a (巭孬嫑夯尻) #2 2014-05-10 14:26:41
DICE没办法搞定一堆BUG

所以他们重新写了一堆东西

然后要找人来测试
Venom: 06-20 12:04

花钱买游戏玩游戏~还要帮忙扫雷..EA....

塞尔菲雅: 09-23 10:28

Venom.....+1

零七: 05-11 20:16

你可以抢先体验ㄟ 多好啊!

jintolin (杰特) #3 2014-05-12 20:51:07
已改成永久开放CTE申请!
特别注明:已开放全平台且有购买高级会员的玩家, 才可以参加CTE测试.
目前已知道拥有CTE的平台有:PC、XBOX One(XBOX ONE申请方法与来源)
(因个人没有 PS3, PS4, XBOX 360, XBOX ONE 家机平台, 无法测试是否有该平台测试端.)


1.开放下申请的网页画面:



2.网页下方点选「I AGREE」同意 服务和协议的条款.


3.输入Origin帐号与密码完成申请.


4.申请完后, 回到Origin平台, 左上角「重新载入我的游戏」


5.出现Battfield 4 CTE点选下载


6.下载安装好后, 启动进入网页右上角下载新版的
「Battlelog browser plugin」进行安装


看较旧的 5 则留言

〝★﹑小猫ω: 05-12 21:26

没啥人在测试 好多空服

杰特: 05-12 23:16

Patch 1的netcode测试当天到是有全满过...

Silan锡兰: 05-12 23:44

哈刚刚用手机才看到 用手机先申请明天在测

jintolin (杰特) #4 2014-06-11 08:32:46
Battefield 4 Community Test Environment&&2014年公告连结 (备份)

历史更新:(需先取得CTE权限才可观看网页)
@# 2014年
#「Netcode」调整测试开始
5/12 官方公告连结: Initiative #1: Netcode patch 1
5/15 官方公告连结: Initiative #1: Netcode patch 2
5/17 官方公告连结: Initiative #1: Netcode patch 3
5/22 官方公告连结: Initiative #1: Netcode patch 4
5/28 官方公告连结: END OF INITIATIVE #1: Netcode patch #5
#Netcode主要测试已告一段落..但也会持续调整.
#「核心玩法」调整测试开始
6/ 7&&官方公告连结: Initiative #2: Core GamePlay
6/11 官方公告连结: Initiative #2: Core Gameplay Patch #2
6/20 官方公告连结: Initiative #2: Core Gameplay Patch #3
6/22官方公告连结:&&Initiative #2: Core Gameplay Patch #4
6/22官方公告连结:&&Initiative #2: Core Gameplay Patch #5
6/28官方公告连结:&&Initiative #2: Core Gameplay Patch #6
7/ 2官方公告连结:&&&Initiative #2: Core Gameplay Patch #7
7/ 4官方公告连结:&&&Initiative #2: Core Gameplay Patch #8
7/ 9官方公告连结:&&&Initiative #2: Core Gameplay Patch #9
7/12官方公告连结:&&Initiative #2: Core Gameplay Patch #10
7/17官方公告连结:&&Initiative #2: Core Gameplay Patch #11
7/22官方公告连结:&&Initiative #2: Core Gameplay Patch #12
7/24官方公告连结:&&Initiative #2: Core Gameplay Patch #13
7/26官方公告连结:&&Initiative #2: Core Gameplay Patch #14
7/31官方公告连结:&&Initiative #2: Core Gameplay Patch #15
8/ 1 官方公告连结:&&Initiative #2: Core Gameplay Patch #16 (138764)
8/21官方公告连结:&&Initiative #2: Core Gameplay Patch #24 (141514)
#「核心玩法」调整测试暂时告一段落
# 秋季修正档开始
9/ 6 官方公告连结:&&Fall Patch Update (143611)
     &&      Fall Patch Weekend Stress Testing
9/ 9 官方公告连结:&&Preparatory Patch Day
#DLC 最终反击 售前预览测试开始
9/10官方公告连结:&&Final Stand Pre-Release: Operation Whiteout now available!
9/16官方公告连结:&&Final Stand Pre-Release Over!
#最终反击 预览测试结束
9/17官方公告连结:&&The Teamplay Initiative
#「团队合作」 调整测试开始
9/25官方公告连结:&&Battlefield 4 CTE PTFO Battle Sessions
#「团队合作」 调整测试暂时告一段落
#最终反击 Beta调整测试开始
10/16官方公告连结:Final Stand BETA, Patch #1 (152775)
10/23官方公告连结:Final Stand BETA, Patch #2 (153439)
10/28官方公告连结:Final Stand BETA Ends
#「原型」调整测试开始

以上为2014年CTE更新公告连结备份!(需先取得CTE权限才可观看网页)
杰特: 09-04 02:53

本篇留言的不好意思, 我删除各位留言, 因我要将4楼文, 拿来储存2014年的历史公告连结.

jintolin (杰特) #5 2014-06-20 11:07:55
7/31 AM 5:00 (UTC+8)本次更新:Initiative #2: DICE <3 RUSH #7
(需先取得CTE权限才可观看网页)
以下我仅部份翻译


DICE <3 RUSH
To focus testing, for this update we are removing some maps from rotation to get feedback on the latest updated.

&

PARACEL STORM – CTE PREMIERE ( 西沙风暴 - CTE首次登场)
&
  • Slightly edited MCOM placements 1A, 1B, 2A, 2B, 4A, 4B.
    ( 稍微编辑MCOM 1A, 1B, 2A, 2B, 4A, 4B 的所在位置. )
  • Edited spawns (defender paradrops at base 1 for example).
    ( 编辑重生点 ( 例如:防守者在第1基地的空投位置. ) )
  • Edited emplaced weapons.
    ( 编辑放置于地图的武器 )
  • Added some cover at base 2.
    (&&增加在第2基地的一些遮掩物 )
  • Added cover and light pre-destruction at base 4.
    ( 增加在第4基地的遮掩物与光害物(影响视线) )
  • Edited destruction mask around new cover.
  • 1xTransport helicopter, 1xLTV, 1xRHIB, 1xMBT on all bases
    ( 在所有基地配置 1x 运输直升机, 1x 运输载具, 1x硬式充气艇, 1x主战坦克 )
Vehicle Changes – Attackers ( 载具更动 - 攻击方 )
  • Removed scout helicopter from later bases.
    ( 移除之后基地的侦查直升机 )
  • Removed one RHIB at base 1.
    ( 移除在第1基地一艄硬式充气艇 )
  • Replaced one PWC with an AAV on PC and Gen4 on base 1 & 2. This also means that that PWC is gone for Gen3.
    ( 更换在第1 第2基地的1台水上摩托车改为两栖战车 ( PC , PS4, XBOX ONE) . 这也意谓着XBOX 360与PS3依然是水上摩托车. )
  • Transport helo no longer allowed outside of normal combat area.
    ( 运输直升机不允许太远离开一般战斗区域 )
  • Transport helo spawn disabled on base 3 and 4.
    ( 运输直升机在第3 第4基地后关闭重生 )
  • Forced respawn delay on RHIBs to 20s (Rush rules respawn delay x1.5 = 30 seconds)
    ( 强制硬式充气艇重生延迟为20秒 (突袭规则重生延迟 x 1.5 = 30秒) )
Vehicle Changes – Defenders ( 载具更动 - 防守方 )
  • Added two PWC and a RHIB for defenders on base 1.
    ( 增加防守者在第1基地 2台水上摩托车 和 1台硬式充气艇 )
&

HAINAN RESORT – UPDATE ( 渡假圣地 - 更新 )
  • **KNOWN ISSUE: Minimap not showing correct info at the attacker starting carrier and the new beach. Needs updating
  • Edited terrain and added rock cover at base 1 to provide another flanking route for attackers
    ( 编辑在第1基地的地型和增加岩石遮掩物, 为攻击者提供其他侧翼路线 )
  • Edited combat area for attackers and defenders around base 1
    ( 编辑攻击方与防守方在第1基地的战斗区域 )
  • Rotated and moved carrier for attackers on base 1 (including all spawns)
  • Added AAV for attackers on PC and Gen4 at base 1
    ( 增加在第1基地攻击者的两栖战车 ( PC , PS4 , XBOX ONE ) )
  • Removed scout helo
    ( 移除侦查直升机 )
  • Added 2 attacker RHIBs to base 2 (will not exceed max allowed of type)
    ( 增加2台硬式充气艇在攻击者的第2基地 ( 该类别不允许超过最大数量 ) )
  • Added 1 attacker RHIB to base 3 (will not exceed max allowed of type)
    ( 增加1台硬式充气艇在攻击者的第3基地 ( 该类别不允许超过最大数量 ) )
  • Removed emplaced weapons at base 2, 3 and 4
    ( 移除配置在第2, 3 和 4 基地的武器 )
  • Moved MCOM 4A and 4B
    ( 移动MCOM 4A 和 4B )
  • Edited cover around MCOM 4A and 4B
    ( 编辑MCOM 4A 和 4B 周围遮掩物 )
FEEDBACK
To give your feedback – please visit the appropriate forum and post your opinions there!


===================================================================
7/17 AM 8:00 (UTC+8)本次更新:Initiative #2: DICE <3 RUSH #6
(需先取得CTE权限才可观看网页)
以下我仅部份翻译

DICE <3 RUSH
To focus testing, for this update we are removing Hainan Resort and Rouge Transmission while we are tweaking them from the rotations.
&

LANCANG DAM – CTE PREMIERE ( 水霸风云 - CTE首次登场 )
New vehicle setup, attackers: ( 新载具设定, 攻击方 )
  • 1xTransport helicopter, 1xLTV, 1xRHIB, 1xMBT on all bases
    ( 1x 运输直升机, 1x 运输载具, 1x 硬式充气艇, 1x 主战坦克 在所有基地. )
New vehicle setup, defenders: ( 新载具设定, 防守方 )
  • 1xMBT on all bases
    ( 1x 主战坦克 在所有基地. )
Other changes: ( 其他更动 )
  • Tweaked initial spawn delay of vehicles
    ( 调整载具初始重生延迟 )
  • Transport helicopter not allowed in surrounding combat area (bound to the same area as land vehicles)
    ( 运输直升机不允许在作战区域周围 (範围跟其他地面载具一样) )
  • Explicitly set respawn delay on light vehicles to 20 seconds (=30 in Rush due to 1.5 multiplier)
    ( 明确设定轻型载具重生延迟为20秒 ( 由于 突袭模式 有 1.5 倍乘数 = 30秒) )
  • Edited some Rush specific cover and added some
    ( 编辑一些突袭模式的遮掩物并增加一些 )
  • Switched A/B where needed to always keep A on left side for attackers
    ( 交换A/B所在位置标示, 攻击方A点始终保持在左侧. )
  • Moved MCOMs 2A, 2B, 3A
    ( 移动 MCOM 2A, 2B 和 3A )
  • Added some pre-destruction for defender approach on base 2
    ( 增加一些在第2基地预先摧毁防卫者的途径. )
  • Edited emplaced weapons, combat areas, base HQs and spawns
    ( 编辑配置地图上的武器, 作战区域, 基地总部 和 重生点 )
  • Made sure that sliding doors are opened when the power goes out (happens in Rush automatically because of the scripted fall of the dam) plus fixed a bug where it wouldn’t open if there were more than one player in the trigger area
  • Reduced crater depth to almost zero in the playable areas of the map (all game modes) and in particular around new cover added for Rush

FEEDBACK
To give your feedback – please visit the appropriate forum and post your opinions there!


=================================================================
7/9 AM 8:00 (UTC+8)本次更新:Initiative #2: DICE <3 RUSH #5
(需先取得CTE权限才可观看网页)
以下我仅部份翻译

DICE <3 RUSH
VEHICLE SPAWN TIMER TWEAKS ( 载具重生时间调整 )
  • Rogue Transmission: changed IFV to 60 seconds initial spawn delay on base 2,3,4
    ( 广播中心:更动第2,3,4基地的步兵战车初始重生延迟为60秒. )
  • Abandoned: changed attacker IFV and defender MBT to 60 seconds initial spawn delay at base 4
    ( 废弃工厂:更动第4基地的攻击者步兵战车和防守者主战坦克初始重生延迟为60秒. )
  • Siege: Changed all AAV, MBT initial spawn delay to 60 on base 2,3,4,5
    ( 上海之围:更动第2,3,4,5基地的所有两栖战车, 主战坦克初始重生延迟为60秒. )
  • Resort: Set initial spawn delay to 60 on attacker IFVs at base 2,3,4
    ( 渡假胜地:设定第2,3,4基地攻击者的步兵战车初始重生延迟为60秒. )
&

FLOOD ZONE – CTE PREMIERE ( 水乡泽国 - CTE首次登场 )
  • Completely redid the Rush layout. It’s now reversed with the finale on the rooftops
    ( 完全重做了RUSH的布局. 他现在逆转的压轴在屋顶(这段不太会翻). )
  • MCOMs, flags, spawns and combat areas all redone
    ( 所有MCOM, 旗帜, 重生点 以及 战斗区域 全部重做. )
  • Removed all vehicles (infantry only now)
    ( 移除所有载具 (现在限定步兵). )
  • Removed all emplaced weapons and battle pickups
    ( 移除所有布署在地图上的武器与捡拾物. )
  • Disabled paradrop on spawn beacon in Rush specifically
    ( 停用突袭模式特有在重生信标的空投重生. )
  • Levolution set-piece (Flood) no longer automatically triggered. Can’t be triggered before base 3 (due to being out of bounds)
    ( Levolution 设置的 ( 洪水 ) 不自动触发. 不能在第3基地前触发 ( 因为不在範围内 ). )
  • Placed some additional cover in the Rush layer
    ( 放置一些增加在突袭模式的遮掩物. )
  • Fixed some art related glitches (floating graffiti, floating trash etc.)
    ( 修正一些艺术方面问题 ( 浮动涂鸦, 飘浮垃圾 ... 等 ). )
&

GOLMUD RAILWAY – CTE PREMIERE ( 荒野游蹤 - CTE首次登场 )
  • Touched up MCOM positions
    ( 触动MCOM的位置. )
  • Added new Rush specific cover
    ( 增加新的突袭模式具体的遮掩物. )
  • Went over and edited combat zones, spawnpoints and HQ flags
    ( 走动範围和编辑 战斗区域, 重生点 和 总部标誌. )
  • Edited emplaced weapons (removed some, moved some)
    ( 编辑布署的武器 (一些移除, 一些移动). )
  • Painted terrain destruction layer to work with new cover
    ( 绘製地型破坏图层运作新掩盖物. )
  • Fixed a bug that would despawn defender MBT on base 1
    ( 修正一个Bug他会使人重生在第1基地防守者的主战坦克. )
  • Fixed a bug in commander for obliteration that I fixed (tomahawk was tied to A for team 2 instead of C)
    ( 修正一个Bug在指挥官在歼灭模式的一个修正 ( 巡弋飞弹被绑在两队A点而不是C点). )
  • Added a pre destruction volume for a prop by the train at base 1
  • Set initial spawn delay on MBTs to 60 seconds for base 2
    ( 设定在第2基地主战坦克的初始重生延迟为60秒. )
  • Set respawn delay explicitly on LTVs to 15 seconds
    ( 设定运输载具的重生延迟为15秒. )
  • Fixed a bug with defender squad spawning on base 4 and 5
    ( 修正一个Bug防守者重生在第4, 5基地的错误. )

GOLMUD VEHICLE SETUP CHANGES ( 荒野游蹤载具设定更动 )
  • Base 1 attackers: 2 x MBT, 2 x LTV
    ( 第1基地 攻击者:2 x 主战坦克, 2 x 运输载具 )
  • Base 1 defenders: 1 x MBT
    ( 第1基地 防守者:1 x 主战坦克 )
  • Base 2 attackers: 1 x MBT, 1 x LTV
    ( 第2基地 攻击者:1 x 主战坦克, 1 x 运输载具 )
  • Base 2 defenders: infantry only
    ( 第1基地 防守者:限定步兵 )
  • Base 3,4,5 attackers & defenders: infantry only
    ( 第3,4,5基地 攻击者 和 防守者:限定步兵 )

FEEDBACK
To give your feedback – please visit the appropriate forum and post your opinions there!

====================================================================
7/2 AM 8:00 (UTC+8)本次更新:Initiative #2: DICE <3 RUSH #4
(需先取得CTE权限才可观看网页)
以下我仅部份翻译


DICE <3 RUSH
Due to your great continued feedback, we have a lot of tweaks & fixes added today. We are also adding Hainan Resort ( 渡假胜地 ) to the mix.
&
General Fixes ( 通用修正 )
Default respawn times of Rush vehicles changed from (Conquest default / 3) to (Conquest default * 1.5).
( 突袭模式的载具将预设重生时间, 从 ( 征服预设时间 / 3 ) 变成 ( 征服预设时间 * 1.5 ). )
Some examples: ( 一些例子 , CQ:征服预设时间, s:秒)
  • MBT (CQ = 90s). Before patch = 30s. After patch = 135s.
    ( 主战坦克 ( CQ = 90s ). 补丁之前 = 30s. 补丁之后 = 150s. )
  • ATV (CQ = 10s). Before patch = 3.33s. After patch = 15s.
    ( 运输载具 (CQ = 10s). 补丁之前 = 3.33s. 补丁之后 = 15s. )
&

HAINAN RESORT CHANGES( 渡假胜地更动 )
  • Changed spawn delay on RHIBs to 10 seconds (15 seconds with Rush rules). This is to always permit attackers to get out of their home base which is far from shore
    ( 更动硬式充气船重生延迟为10秒 ( 套用突袭规则为 15秒 ). 这是要攻击者总是愿意将他开出基地并远离海岸. )
  • Changed initial spawn delay of IFV to 0 seconds
    ( 更动步兵战车初始重生延迟为0秒. )
  • Changed initial spawn delay of transport helo to 0 seconds
    ( 更动运输直升机初始重生延迟为0秒. )
  • Change initial spawn delay of scout helo to 30 seconds
    ( 更动侦查直升机初始重生延迟为30秒. )
  • Removed the FAC
    ( 移除快速攻击船只. )
  • Removed some emplaced weapons throughout the map
    ( 移除一些在地图各处上布署的武器. )
  • Moved and deleted some cover from base 1
    ( 移动与删除一些在第1基地的遮掩物. )
  • Moved 1A and 1B
    ( 移动MCOM 1B 和 1B )
  • Moved defender spawns at base 1 to not spawn them too close to the objectives
    ( 移动防守者在第1基地的重生点, 不让防守者重生在靠近目标的地方. )
  • Moved attacker HQ flag 2,3,4
    ( 移动攻击者基地总部标誌 2, 3, 4 )
  • Slightly extended combat area for attackers at base 2 to allow them to flank more easily on the left
    ( 稍微扩展攻击者第2基地的战斗区域, 让攻击者们左侧翼的进攻更容易. )
  • Added some cover around MCOM A base 2
    ( 增加一些遮掩物在第2基地MCOM A周围. )
  • Moved MCOM B at base 2 to inside one of the barracks
    ( 移动第2基地MCOM B 到一个军营之内. )
  • Moved some attacker spawns a little bit closer at base 3
    ( 移动一些攻击者在第3基地的重生点, 让攻击者重生稍微接近第3基地. )
  • Moved MCOM A & B at base 3
    ( 移动第3基地的MCOM A 和 B. )
  • Edited and added some cover at base 3
    ( 修改和增加一些在第3基地的遮掩物. )
  • Moved MCOM A & B at base 4
    ( 移动第4基地的MCOM A 和 B. )
  • Added some cover around MCOMs at base 4
    ( 增加一些遮掩物在第4基地的MCOM周围. )
  • Edited combat area for attackers on base 4
    ( 修改攻击者在第4基地的战斗区域. )
  • Edited defender spawns on base 4 to be a little bit closer
    ( 修改防守者在第4基地的重生点, 让防守者重生稍微接近第4基地. )
  • Moved defender HQ flag at base 4
    ( 移动防守者在第4基地的总部标誌. )
  • Disabled the elevators in the hotel for all game modes except conquest and obliteration (same as hotel wings destruction)
    ( 关闭所有游戏模式下旅馆里的电梯, 除了「征服」和「歼灭」(同旅馆两侧大楼的崩塌). )
  • Edited terrain craters for moved cover
    ( 修改地型的陨石坑为掩护移动. )
&
ZAVOD 311 CHANGES( 废弃工厂更动 )
  • Removed attacker transport helicopter
    ( 移除攻击者的运输直升机. )
  • Removed attacker ATVs from base 4
    ( 移除攻击者在第4基地的运输载具. )
  • Attacker IFV removed from base 2, starts at base 3 instead
    ( 攻击者的步兵坦克从第2基地移除, 改由第3基地才开始有. )
  • Levolution set-piece (warhead) not triggered automatically
    ( Levolution 定格(warhead(弹头?)) 不会自动触发. )
  • Moved 4A and B
    ( 移动MCOM 4A 和 4B. )
  • Added some cover at base 4
    ( 增加一些在第4基地的遮掩物. )
  • Removed emplaced weapons at base 4
    ( 移除布署在第4基地的武器. )
  • Edited some defender spawns at base 4 including their MBT
    ( 修改一些防守者在第4基地的重生点, 包括防守者的主战坦克. )
  • Changed combat areas for base 4
    ( 更动第4基地的战斗区域. )
  • Edited crater mask around new cover at base 4
    ( 修改在第4基地陨石坑表面周围的新遮掩物. )
&
SIEGE OF SHANGHAI CHANGES ( 上海之围更动 )
  • Switched attacker IFV out for an AAV
    ( 攻击者的步兵战车换成一台AAV两栖战车. )
  • Removed 1 attacker ATV on base 1, 2
    ( 移除1辆攻击者在第1与第2基地的运输载具. )
  • Moved attacker ATV to old IFV position on base 1
    ( 移动攻击者在第一基地的运输载具, 放在原本步兵战车的位置. )
  • Added some more cover around 1A and slightly moved 1A to provide better cover by itself
    ( 增加一些遮掩物在MCOM 1A周围, 和 稍微移动MCOM 1B 提供本身更好的掩护. )
  • Changed attacker base 1 combat area to allow for better flanking and clearer lines
    ( 更动攻击者第1基地的战斗区域, 以便更好的侧翼进攻与更清晰的路线. )
  • Moved one defender spawn that would be exposed with the new combat area at base 1
    ( 移动一个防守者重生点, 这重生点将裸露在第1基地新的作战区域. )
  • More cover added to 2A, also making it more difficult for heavy vehicles to navigate the space down there
    ( 增加许多遮掩物在MCOM 2A, 使得重型载具更难行驶在那个空间. )
  • Moved attacker HQ for base 2,3,4,5
    ( 移动攻击者在第2, 3, 4 和5基地的总部标誌. )
  • Removed 1 attacker PWC on base 3, 4, 5
    ( 移除1个攻击者各在第3, 4, 和 5基地的水上摩托车. )
  • Delayed attacker PWC initial spawn by 15 more seconds
    ( 延迟攻击者水上摩托车初始的重生时间高于15秒. )
  • Moved 3A and 3B
    ( 移动MCOM 3A 和 3B. )
  • Added one piece of cover to 4A
    ( 增加一个块遮掩物在MCOM 4A. )
  • Added a defender PWC at base 5
    ( 增加一个防守者在第5基地的水上摩托车. )
  • Moved 5A and 5B (5A was just moved to 5Bs old position)
    ( 移动MCOM 5A 和 5B, ( 5A是移动到5B原本的位置.) )
  • Repurposed and added some cover around base 5
    ( 改变用途并增加一些遮掩物在第5基地周围. )
  • Edited some defender spawns at base 5, including their MBT
    ( 修改一些防守者在第5基地的重生点, 包括防守者的主战坦克. )
  • Changed attacker base 5 combat area to disallow water traffic on the back of the base
    ( 更动攻击者在第5基地的战斗区域, 不允许经由水路绕道基地方后. )
&
ROGUE TRANSMISSION CHANGES ( 广播中心更动 )
  • Removed one ATV from attackers
    ( 移除一台攻击者的运输载具. )
  • Removed light jeep for attackers
    ( 移除攻击者的轻型吉普车. )
  • Removed defender vehicles
    ( 移除防守者的载具. )
  • Moved remaining attacker vehicles at base 1
    ( 移动攻击者在第1基地剩余载具. )
  • Moved 1B slightly
    ( 稍微移动MCOM 1B. )
  • Moved 2A and 2B
    ( 移动MCOM 2A 和 2B. )
  • Edited and added cover to base 2
    ( 修改并新增在第2基地的遮掩物. )
  • Removed emplaced weapons at base 2 (+ some tires tied to one of the ATs)
    ( 移除布署在第2基地的武器( 增加一些轮胎放到一个火箭发射器处. ))
  • Slightly enlarged combat areas at base 2
    ( 稍微扩大第二基地的战斗区域. )
  • Moved defender base 2 & 3 HQ flag
    ( 移动防守者第2 与 第3基地总部标誌. )
  • Moved 3A and 3B
    ( 移动MCOM 3A 和 3B. )
  • Added cover at base 3
    ( 增加遮掩物在第3基地. )
  • Edited terrain crater depth around added cover
    ( 修改地型陨石坑周围增加的遮掩物. )
FEEDBACK
To give your feedback – please visit the appropriate forum and post your opinions there!
&
====================================================================
6/28 AM 8:00 (UTC+8)本次更新:Initiative #2: DICE <3 RUSH #3
(需先取得CTE权限才可观看网页)
以下我仅部份翻译

DICE <3 RUSH
Due to your great continued feedback, we have a lot of tweaks & fixes added today. We are also adding Rogue Transmission( 广播中心 ) to the mix.
&
General Fixes ( 通用修正 )
  • Rush default time limit per base lowered from 60 to 15 minutes
    (降低突袭模式预设的时间限制从60分钟降到15分钟)
  • Longer default pre-match timer
    (更长的预设赛前计时器)
  • Made 100 tickets the default Rush ticket value for PS4, Xbone & PC
    (使PS4,XBOX ONE和PC 的突袭模式预计值, 预设为100票.)
&

&
ROGUE TRANSMISSION CHANGES ( 广播中心更动 )
  • Improved initial terrain loading
    (改善初始地型的载入)
  • Fixed some crater depth problems in terrain
    (修正一些使地型产生陨石坑深度的问题)
  • Removed a few static weapons for the defenders
    (移除防守者的一些固定武器)
  • Renamed A<->B MCOMs based on left / right
    (更改MCOM名称为由左至右 A<->B )
  • Moved emplaced MG on base 1
    (移动布署在第1基地的固定机枪)
  • Combat areas edited around base 1
    (修改第1基地的战斗区域範围)
  • Edited defender spawns at base 1
    (修改防守者在第1基地的重生点)
  • Moved defender base 1 HQ flag to better represent where they’re coming from
    (移动防守者第1基地总部标誌到较好显示地点, 让对方知道他们从何而来 )
  • Moved MCOM B at base 1 up to containers to give more to fight about in that area. Leaves the flanking route down left from there open for flanking
    (移动第1基地的MCOM 1B到货柜内, 使这一个区域有更多的交战. )
  • Added automatic destruction of the wire bases after base 1 is taken to disallow people running up the wires
    (新增自动摧毁天线基地在第1基地之后, 採取禁止有人跑到天线上)
  • Added some containers to allow more of a fight around MCOM A at base 2
    (增加一些货柜在第2基地MCOM A周围, 使这区有更多战斗.)
  • Moved MCOMs on base 2
    (移动第2基地的MCOM)
  • Edited terrain slightly and fixed some art bugs at base 2
    (稍微修改第2基地的地型和修正一些技术性BUG.)
  • Added some more cover to base 2 for new defender spawns
    (增加一些更多的遮掩物在防守者第2基地新重生点)
  • Combat areas edited at base 2
    (修改第2基地的战斗区域)
  • Moved defender spawns at base 2
    (移动防守者在第2基地的重生点)
  • Defender HQ flag moved at base 2
    (防守者总部标誌移动到第2基地)
  • Moved MCOMs on base 3
    (移动在第3基地的MCOMs)
  • Moved some spawn points for attackers base 3
    (移动一些攻击者第3基地的重生点)
  • Edited some defender spawns at base 3
    (修改一些防守者第3基地的重生点)
  • Attacker HQ flags moved at base 3 and 4 for proper radar sweeping
    (移动第3第4基地的攻击者总部标誌, 较适合雷达扫瞄.)
  • Moved MCOM A on base 4 up to the top floor of that building to make it a bit harder and a bit more interesting to fight in the last base
    (移动第4基地MCOM A到建筑物顶楼, 比起过去的方式较多些困难和多些战斗乐趣)
  • Moved MCOM B on base 4 to the big pillar platform
    (移动第4基地MCOM B到大支柱平台)
  • Moved base 4 attacker IFV slightly
    (稍微移动第4基地攻击者的步兵战车)
  • Added cover around MCOM B at base 4
    (增加遮掩物在第4基地MCOM B周围)
  • Added two ladders up to MCOM B at base 4 (two of the 3 that you can find in the infantry game modes there. The ladder is the same as the one loaded in at base 2)
    增加两个到达第4基地MCOM B的梯子( 在那你能发现2~3种步兵的游戏模式, 梯子是跟第2基地装载一样.)
Vehicle Changes ( 载具更动 )
  • Removed attacker jet, tank and helicopter
    (移除攻击者战机, 坦克 和 攻击直升机)
  • Removed all defender vehicles except they now have an MBT on 3 & 4
    (移除所有防守者载具, 除了目前在第3第4基地的主战坦克)
  • Removed one attacker ATV from all bases
    (移除攻击者所有基地的一个运输载具)
  • Added one attacker light jeep on base 1 & 2
    (增加一个攻击者在第1 和 第2基地 的轻吉普车)
  • Removed two buggy MRAPS on a slope at attacker base 3
    (移除两个攻击者在第3基地斜波上的越野反地雷车)
&
&

&
OPERATION LOCKER CHANGES ( 极地监狱更动 )
  • Shuffled some cover around
    (重新变动一些遮掩物)
  • Moved MCOMs 2B, 3B, 4B outside
    (移动MCOMs 2B, 3B, 4B 到外头)
  • Edited attacker combat area on base 2 to allow for better flanking
    修改攻击者在第2基地的战斗区域, 以便于更好的侧翼进攻)
  • Fixed collision bug with floor at base 2
    (修正第2基地地板碰撞Bug)
  • Moved MCOM 3A slightly
    (稍微移动MCOM 3A)
  • Moved attacker HQ on base 2 and 5
    (移动攻击者第2和第5基地的总部)
FEEDBACK
To give your feedback – please visit the appropriate forum and post your opinions there!
&
Open DICE <3 RUSH forum <---三大 RUSH 更动的回馈讨论区
===================================================================
6/26 AM 5:00 (UTC+8)本次更新:Initiative #2: DICE <3 RUSH #2
(需先取得CTE权限才可观看网页)
以下我仅部份翻译
We’ve listened to your feedback and this patch includes the first update to Zavod 311(废弃工厂) map based on that.
We are also adding another map to the pool – Operation Locker(极地监狱).
&

&
OPERATION LOCKER CHANGES (极地监狱更动)
Small note:The fact that we’ve reduced the range of the radar sweep on attacker HQ + no commander should really benefit sneaky flanking on this map. I’ll be especially monitoring cover problems in feedback but any other feedback is of course welcome as usual.
  • Adjusted defender combat area at base 1 to not allow them as close to attacker spawn
    (调整防守者的在基地1的作战区域, 尽可能不让防守方靠近攻击者的重生点.)
  • Adjusted defender spawns at base 1
    (调整防守者的在基地1的重生点.)
  • Adjusted attacker combat area at base 1
    (调整攻击者的在第1基地的重生点.)
  • Moved MCOM 1A
    (移动MCOM 1A的位置)
  • Added some cover around 1A & 1B
    (增加一些遮掩物在MCOM 1A 和 1B 周围.)
  • Added some cover for attacker advancement in the main corridor towards base 2
    (增加一些遮掩物在攻击者行进到第2基地的主要通道.)
  • Removed floating props after set piece event at base 3
    (移除浮动道具在设定任务为基地3后.)
  • Increased radius of pre destruction to make set-piece event happen automatically at base 3
  • Moved 3A & 3B further apart moved existing rush cover to support it
    (移动MCOM, 将3A和3B用现有RUSH模式的遮掩物尽可能隔开.)
  • Added collision to the side of the balconies to restrict player access at base 3
    (增加在侧面阳台的冲突, 来限制玩家进入到第三区域.)
  • Moved defender spawns at base 3 backwards to not have them spawn too close to the objectives
    (移动防守者在第3基地的重生点, 退后到不让他们的重生点太靠近目标.)
  • Moved 5A & 5B slightly
    (稍微移动MCOM 5A 和 5B.)
&

ZAVOD 311 FEEDBACK CHANGES ( 废弃工厂回馈更动 )
  • Moved attacker flags 1, 2, 3, 4 to avoid a bug with radar sweep object in flag prefab and also to reposition for better radar sweeps
  • Fixed bug with a defender spawn on base 1 spawning outside of combat area
    (修正BUG 防守者在第1基地的重生点, 会重生在作战区域之外.)
  • Moved MCOM 1A and 1B slightly
    (稍微移动MCOM 1A 和 1B)
  • Added some cover around MCOM 1B and one piece of cover to 1A
    (增加一些遮掩物在MCOM 1B周围, 和 在MCOM 1A的一处的遮掩物)
  • Fixed a floating rock close to base 1
    (修正靠近第1基地一个浮动的石头)
  • Removed predestruction on building at base 2
  • Moved MCOM 2A and 2B slightly
    (稍微移动MCOM 2A 和 2B)
  • Added some cover around MCOM 2A and 2B
    (增加一些遮掩物在MCOM 2A 和 2B周围)
  • Moved an emplaced AT at base 2
    (移动一个布署在第2基地的火箭发射器 )
  • Moved an emplaced AT at base 3
    (移动一个布署在第3基地的火箭发射器)
  • Removed an emplaced AT at base 3
    (移除一个布署在第3基地的火箭发射器)
  • Removed MGL battlepickup at base 3
    (移除一个在第3基地可捡起的连发式榴弹发射器)
  • Levolution auto triggered at the start of the game
    (Levolution在游戏开始时自动触发.)
  • Moved MCOM 3B
    (移动MCOM 3B)
  • Extended defender combat area at base 3 backwards a bit
    (扩大防守者在第3基地的作战区域后方一个区块)
  • Very slightly extended attacker combat area on base 4
    (非常些微扩大攻击者在第4基地的战斗区域)

Zavod Vehicle changes ( 废弃工厂载具更动 )
  • Attacker transport helo now only allowed inside infantry combat area
    (攻击者的运输直升机现在只允许在步兵的作战区域内.)
  • Attacker transport helo moved to start at base 3 instead of 2
  • Attacker MBT replaced with MRAP
    (攻击者的主战坦克与反地雷车的位置互换.)
  • Attacker AAV replaced with IFV
    (攻击者的AAV两栖战车与步兵战车位置互换.)
  • Defender MBT added for base 3
    (增加防守者的主战坦克在第3基地)
&
FEEDBACK
To give your feedback – please visit the appropriate forum and post your opinions there!
Open DICE <3 RUSH forum <---三大 RUSH 更动的回馈讨论区

===============================================================
6/19 AM 8:00 (UTC+8)本次更新:Initiative #2: DICE <3 RUSH
(需先取得CTE权限才可观看网页)
以下我仅部份翻译

As promised, we will be giving the gamemode Rush some love this initiative! The first pair of maps up for testing is Siege of Shanghai and Zavod 311.
大略是说:官方对「模式突袭(RUSH)」做出一些更动, 首先以 上海之围(Siege of Shanghai) 和 废弃工厂(Zavod 311) 做测试.


WHY CHANGE RUSH?
We’ve heard your feedback, we’ve checked our telemetry, we’ve watched countless hours of streamed gameplay and of course played Rush in the live environment ourselves. We decided on this initiative because we felt we could increase the quality of the Rush experience in the BF4 base game maps by small means such as tweaking vehicle setup or MCOM placement. With CTE up and running, we have a great opportunity to get some player feedback on some changes we’ve playtested internally and see if it’s something we want to push live.
The main focus of the changes has been to increase the balance and flow of Rush rounds. Often this means making it easier for the attackers to tackle certain MCOMs that were frustrating. Worst offenders were maps where it’s rare to see attackers progress past the first base.
Although there is no accounting for bad team mates, I hope you’ll find the most difficult bases less frustrating than before.
PTxO
-TompenDICE

WHAT ARE WE TESTING?
We’d like to get your feedback on the changes to the gamemode in general, and to these two maps in particular. Please direct your feedback to the appropriate forum for each map!

GENERAL RUSH CHANGES ( 通用突袭更动 )
These are the general Rush changes:

  • Removed Commander by default in Rush
    (突袭预设设定移除指挥官(能不能开启,只能等正式后问有租伺服的人了))
  • Reduced radar sweep range around attacker bases
    (减少雷达扫瞄範围, 应该是侦查无人机吧?)
  • Round start timer addition (we are investigating final solution, not active in this release)
    (回合启动器加入 ,(目前还在寻找解决方案, 目前版本不启动))
  • Made sure final attacker tickets are not reset after the last base explodes


SIEGE OF SHANGHAI CHANGES (上海之围更动)

  • Removed all air vehicles to make this a land strike in Rush.
    (突袭模式下, 移除所有空中载具避免侵袭在一个地方.)
  • Cut the power to all the elevators in the map.
    (停摆地图上所有电梯)
  • Tweaked MCOM positions of all bases. Base #2 was especially problematic for attackers if they didn’t have enough of a momentum.
    (调整MCOM所在位置. 由其第二基地进攻问题, 如果没有足够攻击者.)
  • Tweaked vehicle setup.
    (调整载具设定)
  • Slightly tweaked certain combat areas, spawns
    (稍微调整某些作战区域和重生点)
  • Added a few cover pieces to go with the updated MCOM positioning.
    (增加一些遮掩物在更动后的MCOM位置)

ZAVOD 311 CHANGES ( 废弃工厂更动 )
  • Wanted to make this map easier for attackers particularly on bases 1 and 4.
    (想使进攻者更容易进攻, 尤其第1与第4基地.)
  • Major rebalance on vehicle balance in favor of attackers. For example: transport helicopter given to attackers from base 2 and onwards. This is especially helpful on the “impossible last base”.
    (主要在载具平衡上有利于进攻者. 例如:从第二基地后才给进攻者运输直升机. 这对进攻"最后的基地"特别有帮助.<---官方说法, 对不会开直升机的人, 没用吧! Orz )
  • Tweaks on MCOM positions and minor changes to elements such as combat areas, spawns etc.
    (调整关于MCOM位置与细微变化的元素, 如作战区域及重生点...等)
  • Added a few pieces of additional cover.
    (增加一些额外的遮掩物.)
  • Reduced terrain crater depth.
    (降低地型产生陨石坑深度.)
FEEDBACK
To give your feedback – please visit the newly created Core Gameplay forum and post your opinions in the appropriate section!
Open DICE <3 RUSH forum&&&<---三大 RUSH 更动的回馈讨论区

以上为个人不负责任翻译, 有错请多多指教.

不知以后其他模式是不是也会修改....
莫再提: 06-24 09:31

谢分享

jintolin (杰特) #6 2014-06-22 09:48:58
6/20 AM 2:00 (UTC+8)本次更新:Suppression: How it works and more
(需先取得CTE权限才可观看网页)   Suppression 一般翻译为 抑压,镇压,抑制
以下我不做翻译了                在BF翻译为「压制」


Hello soldiers, Undeadpixels here. I’m a designer at DICE LA primarily responsible for weapons, gadgets, and vehicles. You’ll be seeing a lot more of me soon, but today I wanted to pull back the curtain on suppression. As I go through and begin changing it, I want to make sure everyone full understands how it works. (All values referred to below are current live values.)

How does a player become suppressed:
There is a 1.5 meter sphere around the soldier’s head. As a projectile passes through this sphere, it applies its suppression value to the soldier. This is scaled from 100% at the center (headshot) all the way down to 0% at the very edge. Suppression counts up from 0.00 to 1.00 and does not have any effect on the soldier until it reaches 0.2. A headshot (or near it) within 12 meters with the AK12 would cause 0.03 suppression per round. This means at close range, it would take 7 shots at the head to begin feeling even a small percentage of suppression. Because this scales off to the edge, if you are missing by a meter it would take almost the entire magazine to begin suppression and if you aren't, the target is likely dead before being suppressed.

An example of the debug I use to look at suppression values:
http://oi60.tinypic.com/2gufc4k.jpg [oi60.tinypic.com]

Examples of a single shot fired into the sphere at close range using an AK12:
http://oi58.tinypic.com/2dso2g1.jpg [oi58.tinypic.com]
http://oi61.tinypic.com/10fvpl1.jpg [oi61.tinypic.com]


A projectile’s suppression value also increases over range. This reduces the amount of felt suppression in close range encounters, and enhances your ability to keep a sniper’s head down if he is out of your effective range.&&

An example of a single shot fired into the sphere at long range using an AK12:
http://oi57.tinypic.com/2uo2nmr.jpg [oi57.tinypic.com]


What happens once you are suppressed:
(Values activate at 0.2 suppression and scale linearly up to 1.00)

-Vignette
This is the darkness around the edge of the screen that was missing from low PC settings and previous gen consoles.
The screen effect maxes out at 0.67 suppression and no visible change is seen between 0.68 and 1.00 suppression.

-Motion Blur
This effect is combined with the vignette and follows the same rules. It can not be seen on low PC settings or previous gen consoles.

-Increased Recoil
Up to a maximum of 50% vertical and 100% horizontal at 1.00 suppression.
Attachment modifiers have no effect on this.

-Sway
Similar to what is seen on sniper rifles. You can not hold breath to counteract this but you can fight it by adjusting your aim.

-Flinch
When your crosshair jumps to the side suddenly. This happens as your suppression level changes suddenly.

-Prevents Health Regen
When you have any suppression value other than zero, you are considered in combat and will not begin to regen health until your suppression level depletes.


What I would like to try first:
-Remove recoil modifier from zoom
-Reduce recoil modifier when not zoomed
-Reduce sway when using a bipod
-Remove flinching
-Change sphere to a cylinder

I hope this sheds some light on suppression for anyone that found it unclear and I look forward to all the wonderful feedback and questions you have for me.
=====================================================================

莫再提: 06-24 09:30

谢分享

jintolin (杰特) #7 2014-07-17 17:36:49
6/17 AM 10:00 (UTC+8)本次更新:Initiative #2: FramehistoryTime testing
(需先取得CTE权限才可观看网页)
以下我不做翻译了

This is a special update (no need for a patch). We are going to commence testing of new values for the FrameHistoryTime value.
&
FRAMEHISTORYTIME? WHAT?
To understand what this will change, you have to understand how networking works in BF4: In essence, the server runs the simulation, and is also the “referee” when it comes to allowed things for the clients to do.
The clients are not all dumb however – they handle basic hit detection on a bullet per bullet basis, with the server making sure they are not doing crazy/unwanted stuff (like cheating).
One of these things the server checks is the FrameHistoryTime – which applies when clients are moving in the world, and in particluar when they have a higher latency to the server.
&

WHAT ARE WE TESTING?
We have three servers setup in EU, NA east and NA west: FHT Server A, B and C. These are all running different values (and thus allow less or more difference on the client versus the server).
This means that if you play on one of these servers and the value is too low – you will have a hard time hitting a target that moves (in particular someone moving perpendicular).
We want you to play on all these servers, and give us some test data:
Server: FHT SERVER A
My latency (NetworkPerfOverlay.drawGraph 1):
150ms
My Ping (scoreboard): 120ms
Estimated hits (seeing blood effect but no damage “X”): 5%
Rounds played: 2 (Dawnbreaker, Siege)
&
WHY? WHAT GOOD WILL THIS POSSIBLY DO?
With enough data from the result of this thread, we can find out if our estimates are correct.
If they are – we will get a game where dying behind corners will be more or less negated from the high ping vs low ping perspective (low = <50ms, high >=250ms).
So, please help us test this – make sure you test all three types of servers (preferrably in the same sitting). The more results we get in the better! Also – feel free to region hop and try being the high ping player – we want results from all types of connections!
&
FEEDBACK
To post results, please visit the created forum and post in the appropriate thread!
&

==================================================================
大置上应该是着重于改善netcode部份的测试, 明明已经躲在掩体后, 确被打死的问题.
scpsscps (Andy Thog) #8 2014-09-22 18:25:10
想问一下楼主有再打CTE吗 我这里的CTE怪怪的 下载之后怎幺开都开不起来

然后找不到任何伺服器..


Virgle: 09-22 19:14

Final Stand好像已经结束了

杰特: 09-22 19:43

资料片已经结束, 现在已经开始在调整 团队合作 相关的设定了, 因为 你把资料片跟模式 打勾 所以找不到其他测试伺服器.

杰特: 09-22 20:01

这期更新档玩的人就很少了, 地图是主程式跟前四个DLC, 主要是在测 子弹飞行 与netcode 还有修正一些动作.

scpsscps (Andy Thog) #9 2014-09-22 23:35:42
原来如此 这样留CTE也没用了.

话说上次玩英国伺服器200+居然比亚洲还顺 超诡异= =
arthur3507: 10-24 17:29

其实...不用用回复的....只要用留言就可以了

jintolin (杰特) #10 2015-05-09 12:17:55
#CTE 春季修正档 备份文 (预定五月底更新)
4 / 8官方公告连结: CTE Staging – Spring Patch #1 (159629)
4 / 9官方公告连结: CTE Staging – Spring Patch #2 (159747)

2015/4/ 8 AM 01:00 (UTC+8)本次更新: CTE Staging – Spring Patch #1 (159629)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

Today we commence the client side telemetry/performance testing of our Spring patch. We are doing this to make sure client stability and performance is good – but also to finally decide on the new hitregistration/netcode’s fate and if we can push this new netcode out with the Spring patch.
In todays release we have turned off the new hit registration netcode. We will run the servers for 24 hours this way – and I urge as many of you to play as much as possible to help us in this.
Tomorrow, we will release another update, which will include the new hit registration netcode - but that being the _only_ difference. Collect data for 24 hours again, and then compare the results – and decide on the fate of our newest netcode.
So please – make sure you play as much as possible this coming 48 hours! It will make our data much more correct and our decisions are based on that!
For more info about this process.

&
PATCH CHANGES
These are changes in this patch:
  • Known issue: Version Watermark says “FINAL STAND BETA”
    Please disregard :)
  • Gunmaster Updates
    Adjusted deploy screen and HUD positions for the scoring info widget
    Updated spectator mode so it works correctly with Gunmaster
    Hide gunmaster progress bar when switching to in-game scoreboard or bigmap
    Switched Friendly highlight color to Team1 iconstate so Spectator mode stops spamming
    Fixed music so it plays correctly at the last kill
    Disabled weapon pickups
  • Weapon Updates
    Detail oriented players will notice that the new weapons now have textures – these are still being worked on (they are not final or final polish yet). It’s getting closer though.
    Fix for UGL on AN94.
    Fix to prevent users from using magnifier and variable zoom with incorrect optics on Saddlegun.
    Lowered rate of fire on the Groza-1
    Reduced delay between bursts on the AN94
    Removed duplicate grip modifier from Groza-4
    Adjusted reload timing
    Small tweaks to accuracy
    Adjusted ironsight positions on Grozas and L86A2
    Changed default optic on mare’s leg to ironsights instead of 8x optic
  • Netcode: FrameHistoryTime back to 1.0 from 0.7
    We are with this build reverting the framehistorytime tweaks made for fall patch, we do this because the new hitregistration handles the issues of out of region kills behind cover in a much better way.
    This means however that in todays build, you will get killed behind cover more – but you will also get less “dusting” on soldiers with high ping.
  • Night Vision Changes
    Updated ambient and Levolution FX for night vision on Siege
    Applied thermal process to Metro Levolution and ambient FX
  • Fix for EOD bot killcard bug
    The user received inaccurate kill details if he gets killed by EOD bot.
  • CPU/Performance graph now movable (PC only)
    Applied same method as the network performance overlay graph uses to manipulate screen location.
&
&
REMOVED ITEMS IN SPRING PATCH
To make sure we don’t end up with features (or parts of features) still in the Spring patch that shouldn’t be there (I am looking at you tracer from Winter Patch) – we are also now listing the features and items that are _not_ supposed to be in this build, which previously have been available in the prototypes branch. If you see any of these – or anything else you think should NOT be in the Staging/Spring Patch build – please report this as a bug on Reddit!
  • New jet physics
    Jets should play like they do in the winter patch retail game
  • Night maps
    All of them
  • Skill based team balancer
    No more Swiss teams for you!
  • Vehicle lights & Spotlights
    Should not be visible on the vehicles!

FEEDBACK
For specific patch feedback, use the official reddit post:
Open Reddit Spring Patch Feedback thread
We have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed. To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

================================================================
2015/4/ 9 AM 01:00 (UTC+8)本次更新: CTE Staging – Spring Patch #2 (159747)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

Today we update CTE build to include the new hitregistration - and play for another 24 hour period to gather data to compare against yesterday. We are doing this to make sure client stability and performance is good – but also to finally decide on the new hitregistration/netcode’s fate and if we can push this new netcode out with the Spring patch.
In todays release we have turned on the new hit registration netcode. We will run the servers for 24 hours this way – and I urge as many of you to play as much as possible to help us in this and get us good comparasion values.
So please – make sure you play today if you played yesterday! It will make our data much more correct and our decisions are based on that!
For more info about this process.
&
PATCH CHANGES
These are changes in this patch:

REMOVED ITEMS IN SPRING PATCH
To make sure we don’t end up with features (or parts of features) still in the Spring patch that shouldn’t be there (I am looking at you tracer from Winter Patch) – we are also now listing the features and items that are _not_ supposed to be in this build, which previously have been available in the prototypes branch. If you see any of these – or anything else you think should NOT be in the Staging/Spring Patch build – please report this as a bug on Reddit!
  • New jet physics
    Jets should play like they do in the winter patch retail game
  • Night maps
    All of them
  • Skill based team balancer
    No more Swiss teams for you!
  • Vehicle lights & Spotlights
    Should not be visible on the vehicles!
&
FEEDBACK
For specific patch feedback, use the official reddit post:
Open Reddit Spring Patch Feedback thread
We have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed. To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

================================================================
2015/4/10 AM 01:00 (UTC+8)本次更新: CTE Staging Update – Server Performance Testing (159747)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

First – I’d like to thank you all for participating in the client testing of the new hit-registration & netcode!
We are now looking at that data – and while we are crunching the numbers, we’d like to take the opportunity to start the next series of tests, namely: Server performance testing.
&
SERVER PERFORMANCE TESTING
To test server performance reliably – we need to mimic what is out in the wild/retail game. The normal retail server setup consists of one physical server that runs 4 instances of Battlefield server instances. The worst case scenario is then 4*64 player Conquest servers that are full of players. We will mimic this – sorta.
The plan we’ve concocted is to strangle the amount of active servers to maintain as full servers as possible – meaning there will be only four server instances available for this testing on the CTE.
These servers (this single physical server) will be situated in Holland/EU, as that’s the region we have the most CTE players in (sorry all other regions – we still want you playing though!)
&
THE “STRANGLED” SERVER SETUP
The server setup will be something like this:
  • 1x EU 64 player Conquest server
  • 1x EU 40 player Gunmaster server
  • 1x EU 48 player TDM/Domination server
  • 1x EU 48 player Rush/Obliteration server
    This means the total number of slots will be 200 (compared to the worst case 256 slots doing all conquest 64)
We do this 200 slot approach to make sure you guys feel there is a fun server to play on even though you are playing from another region and you might not love Conquest large.
Expect the new strangled server setup to happen at approx 1PM Pacific time today.
&
FRIDAY RELEASE, WEEKEND & NEXT WEEK
Tomorrow (Friday) we will patch the CTE with quite a big patch (especially from a weapons balance point of view), where we will detail and talk about all the changes (as requested).
We will still keep the “strangled” server setup over the weekend – as we need to “soak” the server (soaking means running for a long time to see if there is any memory leaks etc).
Next week we are then planning another Staging release on Tuesday (which probably means we un-strangle servers).
In the same week on Thursday we will (if all goes well) go back to Prototypes – and the first playable scaletest of the Community Map Project!
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IN SUMMARY
I hope you can all bear with us in this testing – it really makes the end release so much more stable and gives us a TON of PC specific crash-dumps and details (we are fixing a lot of PC crashes!).
This being said – if you are experiencing crashes on the CTE, keep playing! It gives us more data each time you crash, and it also tells us which crashes happen the most. Chances of your particular issue being looked at is larger the more data we get (we prioritize on frequency!).
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FEEDBACK
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See you on the strangled battlefield!,
/David

================================================================
2015/4/11 AM 01:00 (UTC+8)本次更新: CTE Staging – Spring Patch #3 (160015)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

Today we have another update for our Spring patch content. The focus of today’s release being weapons balance and changes!
In this build we have also turned OFF the new netcode/hit registration for the weekend server performance testing. Bear with us as we look at the data and decide on the fate for this hit registration update in the Spring patch!
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PATCH CHANGES
These are changes in this patch:
  • New Hitregistration code REMOVED from the Staging build
    We are disabling the hit registration for the weekend server performance gathering/soak test.
  • Gunmaster Updates
    Disabled elevators and ladders on all levels (let us know if that’s not the case!)
    Set round timer
    Updated scoreboard so it sorts by gunmaster level, replaced column header text with level text, removed winner icon from gunmaster EOR scoreboard
    Added new measuring type for Gunmaster winner
    Updated pre-endofround screen so there’s a space between the winner’s name and localized part
    Updated Awards ribbons/medals for gunmaster
    Gunmaster ribbon now awarded to winner only. No wins/losses are tracked for this gamemode
    Fixed last weapon message appearing for the wrong group of people
    Updated colors and icons for the progress bar
    Updated pre-eor scoreboard so it draws lines for rows and columns
    Pre-eor scoreboard header is now white fill gradient and black text
    Added new progress bar icons
    Updated scoringinfo widget so it only shows the next weapon
    Removed last weapon used on the detailedprogressbar
    PreEOR scoreboard now has white gradient header + black text
    Reversed order of Standard presets, leaving the knife at the end still
  • Night Vision Updates
    Applied thermal process to Oman,Caspian Levelution, Paracel Storm, Hainan resort, Arctic Levolution & enviroment
    Updated Soldier impact FX, Snowmobile, TOW muzzle smoke, Railgun impacts
  • Weapon Updates
    VFX: Muzzle smoke opacity tweaks and fixes to positioning when ADSing, shell eject positions updated on all 5 guns.
    VFX: adding bolt action vent smoke to Mare’s Leg, adjusting Groza-1 casing eject position.
    Fixed alignment of pistol iron sights (M1911, Taurus44)
    Removed burst UI for CBJ PDW
    Fixed magnifier and variable zoom FOV’s to align better on the Mare’s leg
    Added new magazine for Groza-1, rerigged animation
    Set 1P weapons to on demand loading
    Tweaked muzzle lights on Mare’s leg, and updated textures.
    Fix Groza-1 on menus to indicate that it has a heavy barrel standard instead of the normal barrel.
    Final polish tweaks to camo and AN94 model
    SFX: Adding weapon crate weaponfire soundpatches and first pass tuning;
    Adding latest mix tweaks to soldier bullet impacts (headshot, body, limb should be more audible now!)
  • Fixed issue where RCON vars.unlockMode caused subsequent commands to be offset
  • Fixed the annoying issue where soldier camo was reset each game session
    Requires a Battlelog update to work properly with the battlelog loadout functionality, might affect your _current_ customization setup.
  • Added several bug-tracking code changes to be able to reproduce our top crashes
&

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WEAPONS BALANCE UPDATE
In this release we have a pretty massive list of changes to our weapons and their handling.
Please give us feedback in this reddit thread: Spring Patch #3 weapons balance feedback
Suppression now affects weapon recoil. The following values are at 100% suppression and linearly scale from zero. This means weapons that suppress more quickly (High ROF) are also affected by suppression more (SIPS/SDPS).
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Most weapons:
  • Vertical Recoil +50%
  • First Shot Multiplier +25%
  • Spread Increase Per Shot +100%
  • Spread Decrease Per Second +100%
  • ADS Max Spread +0.5 degrees
  • BoltAction Only: ADS minspread +0.2 degrees
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Shotgun, DMR, Sidearm Only:
  • Vertical Recoil +75%
  • Spread Increase Per Shot +50%
  • Spread Decrease Per Second +50%
  • ADS Max Spread +0.5 degrees
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ARs:
  • Increased max spread
  • Generally slightly harder to control recoil
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PDWs:
  • General spread improvements
  • Attempt to improve PDW for their role as close range on the move weapons
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Carbines:
  • Generally more recoil/harder to control
  • Attempt to place carbines more in-between AR and PDW
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LMGs:
  • Mag fed spread improvements vs belt.
  • Attempt to separate belt fed vs mag fed vs AR.
    Mag fed LMGs should feel like a middle ground between AR and Belt Fed.
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DMRs:
  • ADS spread increase raised making it harder to countersnipe a bolt action over long distances.
  • Heavy barrel should be more relevant past 100 meters.
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G18 and 93R Sidearms:
  • Improvements to spread and recoil to make them more viable
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Corrected magazine sizes:
  • G18(20->18)
  • M93R(21->16)
  • CZ75 (12->13)
  • U-100 (46->31)
  • RPK74M (46->41)
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Miscellaneous fixes:
  • Reduced spare magazine count on revolvers(5->4) and DEagle(4->3).
    To reduce the use as a “primary” weapon due to their high damage potential.
  • Increased damage falloff start range for 9mm sidearms (8->10)
  • Corrected 9mm PDW suppression (Had 9mm sidearm values)
  • Changed JS2 to 9x19mm 31/5
  • New bullet created for RPK74M, 30-20dmg 8-65meters.
  • Removed zeroing component from Mare’s Leg
  • Increase suppressed velocity for Mare’s Leg and corrected headglitch zeroing (310->330)
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FEEDBACK
For specific patch feedback, use the official reddit post:
Open Reddit Spring Patch Feedback thread #3
We have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed. To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

================================================================
2015/4/14 AM 05:00 (UTC+8)本次更新: CTE Staging – Spring Patch #4 (160096)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

In todays update we have some more weapon tweaks, and new tracking code for our top crash!
&
PATCH CHANGES
These are changes in this patch:
  • Weapon Updates
    Added underrail to the AN94 and L86.
    Fix Groza1/4 1x optic FOVs.
    Fixed muzzleflash and bullet ejects where it was broken (AN94, Groza-1, Groza-4, L86A1, Mare’s Leg)
  • Gunmaster Updates
    Disabled ladders on Dish
  • Night Vision Updates
    Darkened world through FLIR to allow for improved target acquisition
    Brightened vehicles through night vision: MRAP, FAC, Dirt Bike, IFV
    Brightened vehicle kit parts
    Reduced light popping on levels with dynamic lighting when entering/exiting night vision
    Reduced brightness of night vision rangefinder numbers – they were blooming too much in IRNV
  • Siege of Shanghai: Moved attack heli that was stuck inside wall
  • Squad Obliteration: Fix for squad obliteration cover not showing up on Siege
  • More logging to track down top PC crash

FEEDBACK
For specific patch feedback, use the official reddit post:
Open Reddit Spring Patch Feedback thread #4
&
We have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed. To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:http://www.reddit.com/r/Battlefield_4_CTE/
&
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

================================================================
2015/4/15 AM 02:00 (UTC+8)本次更新: CTE Staging – Spring Patch #5 (160164)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

Todays update continues to add more tracking code for our top crashes.
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PATCH CHANGES
These are changes in this patch:
  • Netcode: FramehistoryTime back to retail values
    You should now get less kills behind corners again (this change should have been reverted back when we removed the new hit-registration
  • Weapon Updates
    Groza-1 now has updated line art for the magazine change.
  • Bug fix: The grey vision present when a user is at low health is now no longer present after the user exits a vehicle in which he regains his health.
  • Adjusted HUD UI screens to make sure crosshairs are properly centered.
  • Fixed friendzones/out of bounds on Metro and Oman
    Should mean less issues in TDM and other modes revolving around spawns.
&

FEEDBACK
For specific patch feedback, use the official reddit post:
Open Reddit Spring Patch Feedback thread #5
&
We have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed. To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:http://www.reddit.com/r/Battlefield_4_CTE/
&
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

================================================================
2015/4/17 AM 02:00 (UTC+8)本次更新: CTE Staging – Spring Patch #6 (160406)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

Todays release is a hefty one! A big (potential) crash fix, and several weapon balance tweaks (yes, we have tweaked the suppression state, and how hard it is to get suppressed in the first place!).
&
PATCH CHANGES
These are changes in this patch:
  • Night Vision Updates
    Removed mesh dots for IRNV and FLIR
    Extended soldier visibility in vehicle FLIR from 100m to 200m
    Adjusted FLIR fog curves to improve world visibility at near-to-mid range
    Tuned vehicle 3P weapon effects for thermal. Gunner smoke will no longer block driver visuals.
    Ammo/health bags and motion sensors now show up in thermal
    Brightened UAVs in thermal
    Please provide feedback here
  • Flashbang functionality improvments
    Fixed flash effect. Flash bang will now blind immediately and last for the full 10 seconds.
    More info can be found here
  • Gunmaster Updates
    Removed ladders on Siege and Dam
    Added cement block to prevent access to rooftop on Zavod
    Dawnbreaker: Moved in combat area so it doesn’t encompass the bus station
    Updated video tutorial and quickmatch options for gunmaster
  • Weapon Updates
    Updated weapon initialVelocity and modifiers for LMG’s
    Fixed Mare’s Leg 3P shell eject timing/created new shell FX for Mare’s Leg
    L86A1: Fixed a 1P muzzle smoke problem with ofset when zoomed
    Fix optics issues on both Grozas.
    Fixed alignment issue with magnifier and canted ironsights on AN94.
    Mare’s Leg: Fixed glitch in reloading from empt, fixed bug that allowed reload (non empty) animation to be skipped but still reload weapon, Fixed high elbow in water pose, Adjusted reload animation to not be blocked by minimap
    AN94: Fixed(added) barrel movement in IronSights fire
  • Headglitch fix re-instated
    When switching branches on the CTE alot of the headglitch fixes were not brought over. They are now! Let us know if you run into any issues!
  • Bugfix: PS3: Updated memory limits to increase stability
    Frame and Shader memory tweaked downwards
  • Bugfix: Operation Locker Icicle collision bug
    Removed some icicles near Flag C causing invisible collision after fences or room walls were destroyed
  • Bugfix: Hainan Resort collision issue
    Move oil patch to fix collision bug, in the pool near US MCOM A in Rush
  • Bugfix: Some 1P camos were not reflecting the 3P version correctly
    Incorrect mapping of 1P model to default one. Changed to use correct model (RU Firestarter, RU DICE, DICE LA, CTE). Known issues – CTE still has inconcistencies on Support 1P arms (we are fixing these)
  • Bugfix: Fixed the issue where a weapon with a bipod can’t lean or peek over even when the bipod is not deployed
  • Bugfix: Soldier lean persisting when moving out of cover
  • Bugfix: Headglitch fixes now active on all weapons (again)
    We lost some of the changes when going to Staging branch, now all enabled again on all weapons (let us know if this is not the case on some weapon!)
&
&

Moar weapon balance!
&
WEAPONS BALANCE UPDATE #2
In this release we have a bunch of tweaks and fixes related to weapon balance.
Please give us feedback in this reddit thread:
< Spring Patch #6 weapons balance feedback>
Bugfix: Fixed issue where going from hipfire to ADS while not shooting would not decrease spread fast enough to reach the minspread by the time the animation finished
Caused issues with spread decrease when switching between ADS and hipfire. Now should work as intended.
&
Suppression tweaks:
The intent with these changes is to give a more consistent feel to being suppressed. This narrows the range of penalties so that minimum and maximum supression don’t feel so drastically different.
  • Increased minimum suppression threshold to 30 (20) – This means we make the suppression state more consistent and harsher when it hits.
  • Suppression decreases slightly faster. ~6s from full suppression to zero. (~8)
  • Reduced LMG suppression “damage” to AR levels. 1-8 and 1.25-10 (1-12 and 1.25-15). This means LMGs (the top suppressor weapon type) now suppress slower than before.
  • Reduced in-suppression sway penalty by 85%
  • Reduced in-suppression vertical recoil penalty by 33%
  • Reduced in-suppression bolt action min spread penalty by 33%
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Miscellaneous updates:
  • Small adjustments to SDEC/SIPS to fix inconsistencies and rounding errors
  • Bolt Action recoil adjusted. Removed FSM for clarity and slowed recoil decrease speed.
  • DMR FSM removed for clarity, vertical recoil doubled. (functionaly no change)
  • Replaced Groza-1 heavy barrel with compensator
  • Removed max spread penalties from compensator (1.3) and muzzle brake (1.125)
  • +1 bullet to AWS mag size
  • MPX magazines now 31/5 (26/6)
  • JS2 given bullpup modifier.
&

FEEDBACK
For specific patch feedback, use the official reddit post:
Open Reddit Spring Patch Feedback thread #6
&
We have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed. To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:http://www.reddit.com/r/Battlefield_4_CTE/
&
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

================================================================
2015/4/18 AM 02:00 (UTC+8)本次更新: CTE Staging – Spring Patch #7 (160531)
(需先取得CTE权限才可观看网页)
以下我不做翻译了

Today we got a quick update before the weekend – some tweaks and improvements. No change to the flashbang duration yet – we’ll live with that for the weekend :).
&
PATCH CHANGES
These are changes in this patch:
  • Weapon Updates
    Corrected left hand position on mare’s leg to not clip through tactical light, 1p and 3p
    AN94, Groza-4 & L86A1: Fix to grips to make underrails show and make weapons show in customization.
    Updated an94 AND L86 art
    Fix for Laser/Light combo to make the 3P beam a single dot rather than tribeam. Align all other AEK lasers to match spring patch design.
    SFX: AN94 weaponfire audio tuning – adding AN94 sounds, new burst solution.
    SFX: L86A2 Reload SFX implemented
  • Weapon Balance changes
    Adjustment for new AN94 ROF (inline with sound) – Increased VRecoil and FSM.
  • Bugfix: Fixed Metro domination “friendzones”
    Spawns will now work correctly
  • Bugfix: Fix to remove additional damage when using reload equipment in Russian AAV.


FEEDBACK
For specific patch feedback, use the official reddit post:
Open Reddit Spring Patch Feedback thread #7
&
We have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed. To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:http://www.reddit.com/r/Battlefield_4_CTE/
&
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

================================================================

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