CTE客户端2016/03/31档案大小:45.3 GB (暂时)
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
@# 2014年
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!
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
To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within: http://www.reddit.com/r/Battlefield_4_CTE/
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 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.
- 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)
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:
To expedite this, we will start by splitting our focus to one of the top three game modes per release:
- Deathmatch Release (Previous release)
Harbor area rework - Conquest Large Release (Previous release)
Full map, Conquest Large focus - Rush “Large” Release (previous release)
Full Map, first iteration Rush - All Game modes Release (previous release)
- 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
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!
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 about the state of the Holiday Patch and the feedback we are looking for, check out the current Reddit post with more information here:
To expedite this, we will start by splitting our focus to one of the top three game modes per release:
- Deathmatch Release (Previous release)
Harbor area rework - Conquest Large Release (Previous release)
Full map, Conquest Large focus - Rush “Large” Release (previous release)
Full Map, first iteration Rush - All Game modes Release (previous release)
- 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
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!
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 about the state of the Holiday Patch and the feedback we are looking for, check out the current Reddit post with more information here:
To expedite this, we will start by splitting our focus to one of the top three game modes per release:
- Deathmatch Release (Previous release)
Harbor area rework - Conquest Large Release (Previous release)
Full map, Conquest Large focus - Rush “Large” Release (previous release)
Full Map, first iteration Rush - All Game modes Release (previous release)
- 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
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!
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 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!
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:
To expedite this, we will start by splitting our focus to one of the top three game modes per release:
- Deathmatch Release (Previous release)
Harbor area rework - Conquest Large Release (Previous release)
Full map, Conquest Large focus - Rush “Large” Release (previous release)
Full Map, first iteration Rush - All Game modes Release (previous release)
- 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!
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!
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 about the state of the Holiday Patch and the feedback we are looking for, check out the current Reddit post with more information here:
To expedite this, we will start by splitting our focus to one of the top three game modes per release:
- Deathmatch Release (Previous release)
Harbor area rework - Conquest Large Release (Previous release)
Full map, Conquest Large focus - Rush “Large” Release (previous release)
Full Map, first iteration Rush - All Game modes Release <current release>
Today we enable all the game modes on the Dragon Valley – please play all and give us feedback!
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!
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/