The
Battlefield Blog now offers details on a fall patch "coming soon" to
Battlefield 4, saying they hope to release this by the end of the month. The
update also looks beyond this, saying they will soon begin a "teamplay
initiative" on the Community Test Environment to work on this aspect of DICE's
military shooter sequel. Here's a list of highlights of the fall patch:
Game
modes
- Rush (All base game maps except Dawnbreaker), Obliteration, Capture the Flag,
and Carrier Assault. Added the Obliteration Competitive sub-game mode
Sight Improvements
- Close & Medium range sight reticles no longer affected by weapon firing
animation, AKA “Visual Recoil”
- Improved visibility for red glowing reticule pieces against bright backgrounds
Player Movement
- Now almost identical to BF3 movement – with BF4 animation sets
- Dampened third person hit reactions for player head
HUD clarification pass
- De-cluttered and made customizable a plethora of HUD options to make BF4 look
the way you want it to (within reason)
Revive mechanic
- Made revives much more robust, easier to understand with new UI art and
included a new “fully charged” paddle sound.
“Netcode”
- Lowering the setting for how much time difference is allowed when damaging
other players (addressing trade kills and behind cover kills where high pings
are involved)
- An automatic High Frequency Update setting is now the default for all users
- Added High Frequency update support to PlayStation 3 and Xbox 360 platforms
- Additional improvements to bullet damage delays between clients compared to
Netcode Patch
Weapon attachment changes
- Muzzle Brake: Reduced the overall impact of this attachment. Both its
positives and negatives have been reduced
- Heavy Barrel: Lowered the buff it gave to minimum moving spread and moved some
of that bonus into reduced spread increase. Should be a good option for longer
range tap firing
- Lasers: Small buff to standing hip-fire accuracy
Weapon changes
Note that this list contains an excerpt – the upcoming patch notes will have a
detailed list.
- Bullet velocity increases: Improved bullet velocity for Slugs and nearly all
suppressed weapons. Selectively improved base velocity for weapons that were too
slow for their intended range
- Damage Model: Many weapons have had their maximum and minimum damage adjusted
slightly. It may take 1 extra bullet to kill at extremely close engagements and
long range combat
- Trigger Delay: Removed from all revolvers
- Adjustments to slower rate of fire weapons to make them easier to use at
longer ranges vs higher ROF weapons
- Carbines and PDWs now have unique bullpup modifiers that give improved bonuses
over the rifle counterpart
- Ammo: Gave more ammo to the weapons that were short a mag compared to their
counterparts
- DMRs: Audio when being shot at by a DMR has been improved
- SKS and M39EMR no longer allow you to hold breath
- Grenade capacity lowered and resupply times increased.