The AT Battlefield 4 F.A.Q., News, and Discussion thread

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DeadFred

Platinum Member
Jun 4, 2011
2,740
29
91
Being a troll commander could be fun I think. Mislead your team to destruction and drop tanks for the enemy to steal.
Im sure it it will be a trolls paradise. At least in HC I can teamkill the idiots. I wonder what sort of punishment there will be for fragging a commanding officer. LOL
 

taq8ojh

Golden Member
Mar 2, 2013
1,296
1
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I don't recall people doing this sort of crap in BF2, but times might have changed. I guess back then we all just wanted to play and have fun.
 

DeadFred

Platinum Member
Jun 4, 2011
2,740
29
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The punishment is you are instantly promoted to Commander upon killing the old one.
NOOOOO!

I don't recall people doing this sort of crap in BF2, but times might have changed. I guess back then we all just wanted to play and have fun.
I play in pub servers all the time so I expect the worst, as Ive seen it all.

Im sure there will be a few good commanders out there, if he proves his worth Ill follow his lead.
 

GullyFoyle

Diamond Member
Dec 13, 2000
4,362
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edge - Inside Battlefield 4 multiplayer: DICE on destruction, squads, Commander Mode and more



After an E3 in which we saw the mass destruction of the ‘Siege of Shanghai’ trailer, we sat down with Dice producer Aleksander Grondal to grill him on how a next generation of consoles will change the Battlefield series’ trademark multiplayer. Here’s everything we learned.

Bad Company 2 was all about destruction, you could level entire building, completely change the shape of an entire map. Is that going to be the case with Battlefield 4?

Aleksander Grondal: Yes, absolutely.

Even dealing with buildings on the scale we saw in the new multiplayer trailer?

Yes, so for the Siege on Shanghai map we focused the destruction, we wanted to take one building down on this map, we felt like if we took all the buildings down on that map it would completely ruin the game experience that we wanted to design in the first place. On traditional Battlefield maps you have all these small houses; it doesn’t really change that much to destroy all the houses, it looks really cool. But this map we wanted to focus – to focus and say “ok, the focus of the map is that building, and the destruction on the smaller [scale] is around store fronts and around, you know, where players are at and shooting in the area. We’re focussing destruction there.

So is the destruction of the big building a scripted event?

No it’s a player-triggered event.

So if we pound that building enough it’s going to collapse?

Yes, basically. It has supporting pillars that are pre-weakened, so that’s the idea; the players can choose to shoot those players out. But we also want the sense that you own the thing. If you own it, you can go up top on the skyscraper there, it’s a really tactical point because you can jump out and kind of paraglide to all the other points. So if you have it, you want to keep it. But if, for instance, the other team has a really good chopper pilot so you want to make it a bit more difficult for him to try to take the building down? Now we have this whole new gameplay area and you have this reduced visibility because you have all this dust in the air and stuff like that.

It [feeds] into the design concept which we call level-ution. And essentially what that is is we’re trying to tie all the dynamic events on the map into one design concept. So it’s cool with the skyscraper coming down, but that’s not what’s most exciting for me, personally; I’m more excited about the small things you can do while you’re playing.

So imagine you’re running into a car, the car alarm starts going off; now the enemy is aware that you’re in a nearby area. Or that there’s fires going on in the place and now the sprinklers are going off; sprinklers are throwing water at me and I get camera effects from the sprinklers. Or a fire extinguisher: shoot it and it’s now a temporary smoke cloud. And of course you have things like opening and closing shutter gates, you can lower and raise bollards to stop vehicles getting into certain areas. It’s all things that exist in the real world, we wanted to make sure that they had a purpose in Battlefield. That you can use them creatively if you want.

These things, I think, matter the most to second-to-second gameplay. Makes it more interesting. And this isn’t something new, we’re just building on the destruction levels that were already there. We wanted to see what else we could do. Like, ok, a fuse box? Shoot a fuse box: the building goes dark. That’s a new element we wanted to bring into play.


Producer Aleksander Grondal says Battlefield 4′s multiplayer maps will hark back to the destructibility of Bad Company 2.

There’s still a greatly reduced level of destruction to what you had in BC2, so what was the problem with BC2 since you guys have absolutely turned your back on that… not only that game, but also that kind of destruction?

We love that kind of destruction, and we want to have that kind of destruction on other types of maps. It’s just that this one, we wanted to be a bit more focused.

So that style of play will be in the game?

Yes, absolutely.

There’ll be maps where players can essentially carve a straight line across the map?

Essentially, yes. So with these houses that collapse, you know the one and two storey houses that completely gets obliterated? We’ll have maps with that type of gameplay, too.

OK, so in this case you have a map built around one type of building which can be brought down and other maps will be a sea of huts that you can wreck?

Yes. I love Bad Company. I also think Bad Company had a better level of destruction than Battlefield 3 and we are the first to admit that. Battlefield 3 didn’t necessarily deliver what we wanted it to be on the destruction level so we’re kind of upping that, we want to make sure everything goes.

The other thing Battlefield 3 didn’t deliver was a satisfying experience for console players because you obviously had to crop the maps down. With the introduction of the next generation of consoles can you now finally bring the full Battlefield experience to consoles?

Exactly, that’s what we want to do. We are bringing 64 players to the next generation consoles and we’re bringing 60fps to the next generation consoles. We wanted to finally get that epic scale that PC players have been accustomed to but console players haven’t.

With that in mind you’ve also upped the squad count to five – why?

You know, team play was something that we really wanted to focus on. We wanted to give a bit more options to team play. So by adding another team member to the squad we felt like, ok, this is good, we have some more tactical options, we have some more spawn points and it’s more situations to be together. And we felt that five was the right balance for Battlefield 4. I know previous games have had even more in the squad, but we felt like this was right.

And of course another thing is that we’re bringing back the commander and then the squad leader actually has a role to play. In Battlefield 3 we didn’t really deliver on the role of a squad leader. It was just essentially a guy in the squad. But we felt like that was underplayed, we could do more with the role of the squad leader. So the commander can issue orders to the squad leader and he can accept or deny the orders he gets from the commander. So essentially he’s in control of his squad and can choose to not do what the commander orders him to do. He can also request things from the commander himself. We wanted there to be more of a chain of command.


Commander Mode.

And how is the commander selected?

Basically, you choose to apply as commander. You can do it from in-game, or you can do it from a tablet, we’re quite happy to have a commander on the tablet.

So that means you essentially have a 1-in-32 chance of being the commander in any given battle?

No I don’t think that’s going to be [the case]. I think that most people that want to play commander will find out [quickly] if playing as commander is the [right thing] for them. And most other people don’t necessarily care about being the commander, they’re just happy being a part of the commander’s gameplay. But that being said, there is a system in place to make sure we pick commanders that are good, and you can of course vote a commander off if you don’t like him; you can mutiny and throw him out of his position. I’m not going into details about how the actual matchmaking thing works but we’ve done some number-crunching and we think that we have pretty solid ideas for those people who want to play as commander so that they can.

Commander mode, of course, is a returning feature. Is there a reason you took it out in the first place? What changes did it take to bring back commander mode and what learning did you have from it to make it worth bringing back?

I think going back and looking at commander… we went back and took a look at Battlefield 2142 commander… and I always felt like I wasn’t part of the game itself [as commander], I always felt like was doing my own thing trying to get as high a score as possible. And I felt like the connection between the world and the commander was distant; it was just there adding ambience. It was one of the things that I felt personally. So we decided, ok, let’s make sure that the commander has enough things to do so he actually dedicates all his time to becoming the commander rather than running around and maybe hiding behind something. And let’s make sure that the gameplay is connected too. How well your team performs is connected to what efforts you have available.

We wanted to make sure that we feel the presence of the commander when you’re playing with a commander on the server. Now if the player follows orders, does what the commander wants, that’ll be encouraged by… if you do what it says you’re supposed to be doing, you will get more team score, basically. So we added another mechanic for the team score which is essentially what we call the ‘field upgrades’. So this is kind of like a little kick-back to 2142 as well because the squads had progression in 2142. This is like similar to that.

So the squad, itself, has an experience bar and you get experience by doing team-based actions like capturing the flag together, or I’m healing you in my squad, or I’m following orders from the commander. So all this gets thrown into our shared pool and that gets me nice little upgrades, you know extra ammo, sprint speed, stuff like that. And of course in Battlefield 3 you couldn’t really control what people were giving you, so in Battlefield 3 you had specialisations, so most of the time you had like a full squad and everyone had like shared run speed, for instance. So what we did here is you actually get to decide what upgrades you get on this progression. So [if] I want to play as like an offensive medic or whatever…

And that’s game-by-game, so it resets at the beginning of each game?

It resets, right now, when the squad [disbands]. So you build experience, but you can also lose experience and that’s if the whole squad gets wiped [out] it gets put down to your previous level. So it’s like ‘oh no, let’s at least have one guy left [alive] or we lose our points’.



Do you still have suppression in the game?

We still have suppression: there are some changes to it. The feedback we were getting was that it was a bit too random. Deviation was a bit too random. So we changed the mechanics; its more skill-based in how you’re going to react to suppression.

And how have you reworked the classes?

So the classes remain pretty much the same, we’ve done a little moving of gadgets between the classes – the C4 is now with the recon classes, for example – and people seem to be quite happy about that; it was a requested feature.

In Battlefield 3 the engineer was by far the most flexible and useful class – how much of that played into your thinking?

We wanted to make sure that people had access to explosives and can to do interesting stuff so we have added some more explosive-type gadgets. You have grenades you can pick and choose from.

Bad Company 2 had an under-slung grenade launcher on pretty much every gun in the game… is that something you’ve brought back?

No we didn’t bring that back. We love the M320, I love it, I use it all the time and maybe you do, too, because you’re a Bad Company player. It’s something that we talked about but we felt like for this we found a nice balance between the number explosives. You know grenades have now gotten a bit more powerful and now can take down structures. In Battlefield 3 grenades a bit weaker against physical objects so they have more abilities to take down things, now than they did in Battlefield 3. And of course we added some more diversity to the classes by allowing all classes to have carbines and to have a light sniper rifle and the idea here is that we want to give some more flexibility inside the class on what distance you want to engage on.

Is there a danger that if everyone is able to carry the same assault rifles, it erases the point of classes in the first place?

Yeah, there’s a number of weapons that are shared but still you have the best weapons in a specific range – they will always be better [for a specific class]. This is just for giving you an option to engage. You won’t be the best at it, and it won’t be the best weapon at all but it allows you to say ‘ok, I want to be a defensive engineer, I don’t have to run up to you immediately and shoot you in your stomach, I can actually take a little bit more of a strategic role – maybe I’ll be using some [long-range] weapons from a distance instead’. And in-between those things I can actually do something.

Will we see remakes of the most popular maps?

That’s something we’re doing. There are a few maps we’ve picked, we’re doing some re-work on them, adding a BF4 flavour. So that’s coming to the Xbox One first. Some of the old maps are really good. And especially going back to BC2, I would love to see more of the BC2 maps.

You guys also did some interesting experiments with Battlefield 3 with your DLC, introducing a pure Skirmish-based map. Did you learn anything in particular from doing those things?

Absolutely. We took a look at what the popular maps had been on expansion packs and took a lot of learning from the expansion packs themselves. I guess you’re referring to the close quarters maps?

Yeah.

In the beginning I must say I was a little bit sceptical about the direction we took. But I think you know after playing it, seeing it live I think we discovered that there is a group of people that really likes to enjoy this kind of high-intensity fights in the Battlefield universe, using the Battlefield mechanics. So you could say that we have a playerbase that have this, they love that, but they also play other stuff and I think that it’s the fact that we have all of these things that make Battlefield interesting. That you can be tired of playing, I want to just into the action, I just want to play for fifteen minutes and have time to play like an XP-free, super-big map, you can just get in there and shoot.
 
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taq8ojh

Golden Member
Mar 2, 2013
1,296
1
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Is it just me, or is all the information on last several pages the same recycled or even copied stuff we already saw weeks ago? I just have an impression I've seen it all before, and not just once.
 

realjetavenger

Senior member
Dec 8, 2008
244
0
76

"Do you still have suppression in the game?

We still have suppression: there are some changes to it. The feedback we were getting was that it was a bit too random. Deviation was a bit too random. So we changed the mechanics; its more skill-based in how you’re going to react to suppression."

So, deviation from suppression was too random but bullet deviation in general wasn't?
 

GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
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Is it just me, or is all the information on last several pages the same recycled or even copied stuff we already saw weeks ago? I just have an impression I've seen it all before, and not just once.

it's you. One old news story about double xp weekend. maybe a video or two you saw before.
The problem is, theres not really a lot of topics to discuss, so the same topics get discussed ad nauseum. More discussions about the commander/commander mode, and Leveloution, and counter knifing. The changes in classes. The same topics come up again and again when some minute detail comes out. The "Youtubers" didn't get together to elect one person to discuss BF4 topics, they all discuss the same things.
Also, all these different web sites, when they post a news story about BF4, they tend to all include the same best/most informative videos.
How many different general BF4 articles include the commander features video, or the frostbite 3 features video, or the 17 minute fishing in Baku video?
I usually don't post an article unless I see some little detail that hasn't been brought out before, but I usually post the entire article, regardless if alot of it is "old" info.
In my opinion, the recent articles have been packed with tons of new details, compared to the weeks before that. The closer they come nailing down the features and finishing the game the more they can openly discuss it. but it is the mostly same topics, just with new detail.
Or maybe you should stop following the thread at TechPowerUp where I cross-post most of this sh*t.
 
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taq8ojh

Golden Member
Mar 2, 2013
1,296
1
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I wasn't specifically talking to you (not accusing you of reposting something either), it's just the general feeling I get when I see all the news which look pretty much the same. It's like most of what I've already seen with a little bit of new info stuffed somewhere between the lines.
And yes, you are right the problem lies in not too many topics to be discussed, and too many sources citing the same stuff. It just melts everything together.
Techpowerup... I don't even go there more than once a week or two anymore. The site is ok, but compared to AT, not much is going on there.
 

hondaf17

Senior member
Sep 25, 2005
757
6
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I watched a decent amount of that 40 minute MP video. Seems like there are A LOT of similarities to BF3, at least in terms of visual appearances. The characters, vehicles, buildings, textures, hell, even the chairs on the top of the building all looked exactly like BF3. Not a lot of new or exciting graphical items, at least imo.

Also, I love how much DICE stresses level-ution but then a helicopter fires rockets into a building and all that happens is a puff of smoke!

I'm still excited about commander, 5 person squads, and hopefully the game "feels" more like BC2 than BF3.
 

skipsneeky2

Diamond Member
May 21, 2011
5,035
1
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The game looks nearly the same as BF3,should mean nearly the same system requirements.

Not all that excited sadly either,giving me the impression of a COD type recycle despite the fact there is differences still in BF4.

Hoping for some Close Quarter type maps really to get me interested,like BC2 more then likely BF3 will lose a majority of its player base to BF4 then its just time to buy the game to keep in the game.
 

Moishe

Member
Feb 27, 2002
108
2
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This game really seems like a BF3.5... but I pre-ordered it. Seriously, every time I order a Battlefield game, I get a ridiculous amount of fun times out of it. It's worth the money every time.

Commander mode, bigger squads, and more players per server... The graphics may not be a huge step, but it will give me hundreds if not thousands of hours of enjoyment.
 

taq8ojh

Golden Member
Mar 2, 2013
1,296
1
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Nothing wrong with just slightly improving already great game. Something completely new would have the chance of some serious problems with balance and stuff. BF4 to BF3 is something like Windows 7 to Vista (not entirely, Vista only had the potential to be good, but...) I happily preordered as well.
 

maevinj

Senior member
Nov 20, 2004
928
11
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Sadly, I think this will be the first Battlefield game I don't get when it first comes out. I'm just not seeing the "wow" factor in it.
 

Bill Brasky

Diamond Member
May 18, 2006
4,345
1
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This game really seems like a BF3.5... but I pre-ordered it. Seriously, every time I order a Battlefield game, I get a ridiculous amount of fun times out of it. It's worth the money every time.

Commander mode, bigger squads, and more players per server... The graphics may not be a huge step, but it will give me hundreds if not thousands of hours of enjoyment.

To be honest, I was very happy with BF3's visuals. The things I *didn't* like were game play mechanics. I'm quite pleased with the changes being made, and don't mind at all having the visuals stay the same.

I only have one comment on the graphics: I hope there is less blue filter.
 

DeadFred

Platinum Member
Jun 4, 2011
2,740
29
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I just havent been fired up about BF4 the way I was before BF3 was released. I guess I was just hungry for something new back then, being sick to death of BC2 and the CoD's. Personally I still enjoy BF3 and havent really seen anything from BF4 so far to get me all that excited. The best thing mentioned so far to me is the addition of spectator mode, which should have been a feature all along in the BF series to begin with.

But all that may change once I get some beta play time in and see and feel what its really like for myself, but until then Im not preodering.
 
Feb 4, 2009
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Looks decent but nothing will beat BF2 value when mods are considered. I'd be fine if one of the dlc's was simply for mod support.
 

GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
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Polygon - Battlefield 4 will allow premium membership, stat transfer cross-gen

By Megan Farokhmanesh on Aug 14, 2013 at 3:20p @Megan_Nicolett



Battlefield 4 players will be able to transfer their multiplayer stats from PlayStation 3 to PlayStation 4 and Xbox 360 to Xbox One when it launches, DICE announced via press release.

WIth the transfer, players won't have to begin ranking up when the game arrives on the new console.

"Whether you are playing on Xbox 360 or PlayStation 3, we want to make your transition to next generation consoles easy," the release reads. "That is why today we are informing the devoted Battlefield community that all the time and effort you spend building up your Battlefield 4 stats will carry over when you upgrade from the Xbox 360 to Xbox One and from the PlayStation 3 to PlayStation 4".

Premium memberships will return for the new title. With a membership, players will get access to digital expansion packs, personalization options and weekly content. Memberships will also be transferrable between PlayStation 3 and PlayStation 4, as well as Xbox 360 and Xbox One.

The transfer is similar to that of Call of Duty: Ghosts', which was announced today. Players will be able to move their profile, accomplishments, prestige, Season Pass and more from this console generation to the next.

SOURCE PlayStation Blog

Battlefield blog - DICE Makes It Easy to Upgrade to Next-Gen Consoles

[DICE] H Brun | 21 comments
This holiday, DICE will unwrap the next generation of all-out warfare with Battlefield 4 for Xbox One and PlayStation 4. That means best-in-class multiplayer is coming to consoles, with huge 64-player battles running at a smooth 60 frames-per-second.

Whether you are playing on Xbox 360 or PlayStation 3, we want to make your transition to next generation consoles easy. That is why today we are informing the devoted Battlefield community that all the time and effort you spend building up your Battlefield 4 stats will carry over when you upgrade from the Xbox 360 to Xbox One and from the PlayStation 3 to PlayStation 4.

Bring your BF4 MP stats to next-gen
Bring your BF4 MP stats to next-gen
That way, on October 29, you can get in the game without any worries that you will have to start ranking up all over again when the next generation consoles launch. We got your back.

Today we also wanted to inform the community that DICE is promising to keep the action going all year long with the return of Premium membership for Battlefield 4. With membership, players can expect themed digital expansion packs, new weekly content and personalization options. And just as your stats, unlocks and rank will be transferrable from current-gen to Xbox One and PlayStation 4, so too will Battlefield 4 Premium membership.

Pre-order Battlefield 4 to get the China Rising expansion pack at no additional cost.



* RECEIPT OF BATTLEFIELD 4 CONTENT REQUIRES USE OF YOUR CURRENT ORIGIN ID AND XBOX 360/PS3 ACCOUNT ON GEN 4 CONSOLE. ALL CONTENT TRANSFERS ARE FINAL. YOU MUST BE 13+ TO REGISTER FOR AN ORIGIN ACCOUNT. EA ONLINE RIVACY POLICY AND TERMS OF SERVICE CAN BE FOUND AT WWW.EA.COM. EA MAY RETIRE ONLINE FEATURES, ONLINE SERVICES AND DOWNLOADABLE CONTENT AFTER 30 DAYS NOTICE POSTED ON WWW.EA.COM/1/SERVICE-UPDATES.
 
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GullyFoyle

Diamond Member
Dec 13, 2000
4,362
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Shacknews -Battlefield 4 premium promises weekly content 'All year long'

apparently this article stems from the last Blog Post, one message up.

Today we also wanted to inform the community that DICE is promising to keep the action going all year long with the return of Premium membership for Battlefield 4. With membership, players can expect themed digital expansion packs, new weekly content and personalization options. And just as your stats, unlocks and rank will be transferrable from current-gen to Xbox One and PlayStation 4, so too will Battlefield 4 Premium membership.
 
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GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
81
New Battlefield Blog Post - 08.15.13
(Original article)
[/QUOTE]

[DICE] H Brun | 08.15.13
In this second post in “The Road to Battlefield 4” blog series, we dive deeper into the Field Upgrade system and how we are tweaking the core gameplay to allow for more diversity in combat roles. Also: Vote for your favorite upgrade path and we’ll build it and submit it so it makes it into Battlefield 4 at launch!

Last week, we discussed how nearly all elements In Battlefield 4’s multiplayer work to bring out the best team player in you. This week, we’ll take an in-depth look at the Field Upgrades and discuss how we’re tweaking Battlefield 4 based on the massive amounts of feedback and data that 1 billion hours of Battlefield 3 play time has given us. Here to take you through the nitty-gritty of these mechanics is Core Gameplay Designer Alan Kertz.

Meet the crew
Allow us to proudly present the first group shot of Battlefield 4’s multiplayer kits, showing the Assault, Recon, Engineer, and Support kits from the Russian, U.S. and Chinese armies. Based on the multiplayer map in question, you’ll be able to choose from two of these three factions (and if you run your own server, we’ll let you pick and choose the opposing teams at your leisure.)

Meet the Chinese squad from Battlefield 4 with a sample setup of weapons and gear.

Meet the Chinese squad from Battlefield 4 with a sample setup of weapons and gear.
Going into Battlefield 4, we knew we wanted to take the four playable classes from Battlefield 3 as a starting point. We’ve tweaked them to be more versatile and more highly specialized within their fields. Now more than ever, you can explore a wide range of combat roles and sub-roles when picking your load out and kit.

MP_Character_Profiles_RU_small_wm

The Russian Support, Engineer, Recon, and Assault Kit are waiting for you in Battlefield 4
For example, this time around the Engineer has a lot more variation in anti-vehicle weapons. We’ve also revamped the way we do vehicle disables and guided weapon systems to give the Engineer a broader set of tactics at his disposal. This includes everything from high damage weapons that may be more challenging to use (like RPG-7V2) to fire-and-forget smart weapons with low damage (like the MBT LAW), and the fan favorite Wire Guided Engineer Missile (the FGM-172 SRAW) that you might recognize from Battlefield 2.

MP_Character_Profiles_US_small_wm

Meet the U.S. playable kits from Battlefield 4, showcasing a sample of gear and weapons
The Support kit has a few more offensive options, and thanks to community feedback will retain his C4 and Claymores from Battlefield 3. The XM25 gives him some nice indirect suppressive fire, a redesigned remote mortar allows him to use indirect fire from a distance, and the ability to equip carbines and DMRs gives him an added versatility in combat roles.

Recon has gotten a much needed boost to mobility, as well as the return of the Spec Ops play style from Battlefield 2. Pack a carbine, C4 (or Claymores), and Motion Sensors and you’re good to go behind enemy lines. Fans of more traditional sniping roles will enjoy our revamped sniping mechanics with rebalanced Sniper Rifles, the ability to zero your sights (set an aiming distance), and additional optics and accessories. Finally, the Recon players can still utilize the MAV, T-UGS, and Radio Beacon to help out their team.

Assault is still the frontline run-and-gun kit that also serves the role of combat medic. This was one of the major changes in Battlefield 3 compared to Battlefield 2, and one that players have really appreciated. Assault is still the go-to kit with med kits and defibrillators but has picked up some additional mobility with the First Aid Pack, which heals a single soldier over time, or the 40mm Flash Bang rounds to help clear rooms.

The Quest for Mobility
One of the main quests for the team when developing Battlefield 4 was to create a more mobile Battlefield. Squad players became very mobile in Battlefield 3 and we saw a gap where some of the more team play focused gadgets required players to sit still. We adjusted this by tailoring the kits, the gadgets, and the available specializations.

As far as gadgets go, we’re allowing for stronger team play on the move by introducing all-new gadgets like the Portable Laser Designator, and adding new portable First Aid and Ammo Packs. These packs now allow Assault and Support players to top off a single teammate’s health or ammo on the move, while the traditional Ammo Box and Med Kit keep their stationary area heal and resupply roles. In the case of the Portable Laser Designator, it’s designed as a SOFLAM for the Recon on the run – allowing you to quickly laser designate targets without the longer setup time of a SOFLAM (with the tradeoff of not being able to deploy it and have it auto-designate targets for you.)

Suppressing Fire!
No one single gameplay mechanic has been as frequently discussed as the suppression system in Battlefield 3. Suppression will return in Battlefield 4, but we’re redesigning it based on your extensive feedback while keeping the intense feeling of being under fire that a system like Suppression provides.

We’re increasing the suppression effect of Light Machine Guns, exclusive to the Support kit, while other weapons are less suppressive. Additionally, we’ve decreased suppression at close range to ensure that close quarters battles always focus sharply on player skill. Besides changing the visual effects of suppression, we’re also replacing the accuracy penalty in Battlefield 3 with a scope sway effect – similar to what snipers get in Battlefield 3 while suppressed. A skilled, focused player can keep his aim on target and get hits, even while under the effects of Suppression.

Overall, we believe we have a great-performing suppression system in Battlefield 4 that doesn’t interfere in close quarters combat, while at the same time allowing for skilled players of the Support kit to really make a difference. Laying down covering fire as Support means your frontline runners can gain a crucial momentum in medium-range combat and still allows you to combat the improved long-range options we’ve given players who prefer to stay back at long range.

Choose your path – Field Upgrades and you


Last week on the blog, you could read about how Field Upgrades are the new specializations in Battlefield 4. You pick a set path of four upgrades which unlock in order as you perform squad actions like resupplies, repairs, healing, and following orders. You can track your progress in the Field Upgrade Progress Bar – or the “Bro Bar” as it has become known internally at DICE.

BroBar

The focus on specifically squad-related actions means that the biggest rewards come from sticking with your squad and being a great team player. However, if your entire squad is wiped out, you will lose some of your progress in the upgrade path. Finally, Lone Wolves can still benefit from the base specialization since it’s always unlocked and available.

Each of the playable kits: Engineer, Recon, Assault, and Support, have four upgrade careers to choose between. Two of these are global and usable for any kit – one of them focusing on Offense and one on Defense. Offense starts with SPRINT and goes through AMMO, MORE GRENADES, and REDUCED FALL. These give you quicker sprint speed, more available ammo magazines, one extra hand grenade, and allows you to fall from greater heights without taking any damage, respectively. This universal upgrade path is great for players who enjoy being at the front lines and leading the charge.

Meanwhile, the Defense path will net you ARMOR, COVER, FLAK, and QUICK REGEN. These grant you increased protection from shots to the chest, a decreased rate of being suppressed, decreased damage from explosions, and a shorter time span before the out-of-combat health regeneration kicks in. If you are more defensive-minded, perhaps playing as Support from the sidelines, this can be an excellent choice.

Besides the two universal Offense and Defense Field Upgrade careers, you will also be able to choose between two upgrade paths that are unique to your class and allow an increased specialization in specific combat roles. So while the Assault kit has the unique Combat Medic and Grenadier upgrade paths, Engineer can choose between specializing in the roles of either a Mechanic or Anti-Tank soldier. The first of these is all about repairing your own vehicles, while the latter deals with taking out enemy armor.

While the path you choose will allow for different types of roles on the Battlefield, you’re never stuck with your first choice for the rest of the round. Whenever you wish, you can simple reselect. Doing this will never set you back in your current level of progress, so if you’re currently at level three out of four, you will keep that level and have it applied even if you change kit and/or upgrade path from the customization screen. Should you choose to leave a squad without entering a new squad, your current progress will be saved. So if you later in the same round join a new squad, you won’t have to start from scratch.

We have greatly increased the number of unique specializations available in the game from Battlefield 3’s seven to over 25 in Battlefield 4. It’s a conscious design decision to allow for greater variety in any kit’s battlefield role – and here’s your chance to impact the design of these for the launch of the game.

Vote – Get your favorite path included in BF4!
Now that you know a bit more about Field Upgrades and upgrade career paths – what would YOU like to see in Battlefield 4 when it launches? We still have the possibility to add one additional universal upgrade career based on your feedback!

Below, we have four different types of universal upgrade careers depending on your preferred style of play and what combat role you’d want to explore. Vote for your favorite in the poll and we’ll make sure it makes it into the game as the third and final universal career upgrade path. Vote now!

Community Career Path 1: Shockwave
Specializations: AMMO>ARMOR>GRENADES>SUPPRESSION
This is the career for players who want to wreak havoc at the frontlines. Built to promote offensive play and gung-ho attitude, you’ll need all the extra AMMO you can get. ARMOR gives you that increased protection that means you could walk away from chance encounters at zero range when rounding a corner, while an added GRENADE lets you clear out enemy camps more freely. Lastly, that extra SUPPRESSION boost comes in handy when you find out you’ve run into a hornet’s nest.

Community Career Path 2: Survivor
Specializations: REDUCED FALL>AMMO>QUICK REGEN>COVER
Fortune favors the brave. Or in the case of the “SURVIVOR” career, fortune favors players who have bolstered their survival capabilities by picking the right specializations. REDUCED FALL means you can jump off rooftops when enemies are blasting RPG into your building, while extra AMMO always helps when trying to shoot yourself out of a pinch. QUICK REGEN means you only need a short period of time before your soldier starts to auto heal, while COVER effectively means enemy suppression will not have as much effect on your ability to return fire with accuracy.

Community Career Path 3: Shadow
Specializations: QUICK UNSPOT>SPRINT>REDUCED FALL>STEALTH
Inspired by the fabled shadow warriors of the Orient, the “SHADOW” career grants you the mystical powers you need to infiltrate enemy territory without being seen. Okay, not really, but it grants you some perks that accumulated will give you an edge when going behind enemy lines. QUICK UNSPOT means you’ll disappear more quickly from enemy radars when you’ve been spotted, while SPRINT lets you move quickly from cover to cover. REDUCED FALL lets you jump from your favorite hiding places without taking damage, while STEALTH grants you the ability to remain undetected when passing within range of enemy motion sensors.

Community Career Path 4: Hunter
Specializations: ADVANCED SPOT>SPRINT>AMMO>GRENADES
So you want to be a big game hunter? ADVANCED SPOT grants you the ability to have targets spotted for extended periods of time – they can run, but they can’t hide. While they’re cowering behind cover thinking that they’ve escaped detection, SPRINT up to them and use your extra AMMO and GRENADE to flush them out! Sometimes, playing Battlefield is almost too easy.

And there you have them: Your choice of four custom-created community upgrade paths to choose between. Vote for your favorite and we’ll include the winner in the final game. Remember to cast your vote no later than August 22 so we can implement the necessary changes in time for launch.

Battlefieldo - News: BF4 Tweaked to the Core(Battlefieldo's coveraage)

Discussion in 'News & Updates' started by P01NTMAN, Today at 8:01 PM.
Earlier today DICE finally posted a second thread titled, "Tweaked to the Core," as part of their blog themed "The Road to Battlefield 4." In this weeks blog post, Gameplay Designer Alan Kertz, presents the very first group shot(s) of Battlefield 4’s multiplayer kits, showing the Assault, Recon, Engineer, and Support kits from the Russian, U.S. and Chinese armies as well as the improvements and changes that were made to Battlefield 4's class system.

1)U.S.

2) Chinese

3)Russia

Also, Alan Kertz goes in to more detail on how squad mobility is an absolute priority in the development of Battlefield 4, stating.

"As far as gadgets go, we’re allowing for stronger team play on the move by introducing all-new gadgets like the Portable Laser Designator, and adding new portable First Aid and Ammo Packs. These packs now allow Assault and Support players to top off a single teammate’s health or ammo on the move, while the traditional Ammo Box and Med Kit keep their stationary area heal and resupply roles. In the case of the Portable Laser Designator, it’s designed as a SOFLAM for the Recon on the run – allowing you to quickly laser designate targets without the longer setup time of a SOFLAM (with the tradeoff of not being able to deploy it and have it auto-designate targets for you.)"

Furthermore, Kertz gives players a better understanding on how the Suppression system will work in Battlefield 4, stating.

"We’re increasing the suppression effect of Light Machine Guns, exclusive to the Support kit, while other weapons are less suppressive. Additionally, we’ve decreased suppression at close range to ensure that close quarters battles always focus sharply on player skill. Besides changing the visual effects of suppression, we’re also replacing the accuracy penalty in Battlefield 3 with a scope sway effect – similar to what snipers get in Battlefield 3 while suppressed. A skilled, focused player can keep his aim on target and get hits, even while under the effects of Suppression."

Inconjuction to last weeks blog post on Field Upgrades, Kertz explains how they work. Apperently each class will have four Upgrade paths to choose from, two of them, being universal to all classes. For example, every class will have access to both the Defensive and Offensive upgrade paths. The Offensive path which starts with SPRINT. Will go through AMMO, MORE GRENADES, and REDUCED FALL. Where as the Defensive path starts with ARMOR. It will go through COVER, FLAK, and QUICK REGEN. As for class upgrades, the Assault kit has the unique Combat Medic and Grenadier paths to choose from. While the Engineer can choose between specializing in the roles of either a Mechanic or an Anti-Tank soldier. Furthermore, Kertz sates, that DICE is giving us the opportunity to vote for a special community upgrade path to be included in BF4, and here they are.

"Community Career Path 1: Shockwave
Specializations: AMMO>ARMOR>GRENADES>SUPPRESSION
This is the career for players who want to wreak havoc at the frontlines. Built to promote offensive play and gung-ho attitude, you’ll need all the extra AMMO you can get. ARMOR gives you that increased protection that means you could walk away from chance encounters at zero range when rounding a corner, while an added GRENADE lets you clear out enemy camps more freely. Lastly, that extra SUPPRESSION boost comes in handy when you find out you’ve run into a hornet’s nest.

Community Career Path 2: Survivor
Specializations: REDUCED FALL>AMMO>QUICK REGEN>COVER
Fortune favors the brave. Or in the case of the “SURVIVOR” career, fortune favors players who have bolstered their survival capabilities by picking the right specializations. REDUCED FALL means you can jump off rooftops when enemies are blasting RPG into your building, while extra AMMO always helps when trying to shoot yourself out of a pinch. QUICK REGEN means you only need a short period of time before your soldier starts to auto heal, while COVER effectively means enemy suppression will not have as much effect on your ability to return fire with accuracy.

Community Career Path 3: Shadow
Specializations: QUICK UNSPOT>SPRINT>REDUCED FALL>STEALTH
Inspired by the fabled shadow warriors of the Orient, the “SHADOW” career grants you the mystical powers you need to infiltrate enemy territory without being seen. Okay, not really, but it grants you some perks that accumulated will give you an edge when going behind enemy lines. QUICK UNSPOT means you’ll disappear more quickly from enemy radars when you’ve been spotted, while SPRINT lets you move quickly from cover to cover. REDUCED FALL lets you jump from your favorite hiding places without taking damage, while STEALTH grants you the ability to remain undetected when passing within range of enemy motion sensors.

Community Career Path 4: Hunter
Specializations: ADVANCED SPOT>SPRINT>AMMO>GRENADES
So you want to be a big game hunter? ADVANCED SPOT grants you the ability to have targets spotted for extended periods of time – they can run, but they can’t hide. While they’re cowering behind cover thinking that they’ve escaped detection, SPRINT up to them and use your extra AMMO and GRENADE to flush them out! Sometimes, playing Battlefield is almost too easy."

Remember to cast your vote no later than August 22 so DICE can implement the necessary changes in time for launch. You'll also find a full list of squad specializations and their abilities at the end of the article. Which you can find under the "Plan Your Career" header.

Alright thats it for me gamers, and for those of you interested in voting, place your votes HERE!
 
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