Hello!
Sorry it took some time, but we are finally ready to share some news with you. You can find it here: https://www.battlefield.com/news/article/road-ahead-for-battlefield-1-quick-ops-map-giveaways
Also please have a look at the pinned thread for the PC CTE session around this.
Cheers!
I posted this issue right here in this sub 5 months ago, right after they claimed to have fixed it in the Winter Update patch notes.
Not surprised it still hasn't been fixed.
Decreased the percentage of contribution to flag capture/neutralize from 50% to 30%.
This is literally all they did. The new system rewards those who 1.) fully deplete an enemy objective until neutralization and 2.) fully capture a neutral objective into their team's possession. More points are awarded for the ticks rather than just completing the capture. Before, one could reach an objective in time for a couple ticks and completing a capture and still get 500 points for the capture when they were present for perhaps 2-3s. No longer can you just scramble in the remaining seconds and net an easy 500 points for doing almost nothing.
In the patch notes: "Fixed the issue where the gameplay options for controlling the visibility of the world icons for enemy and friendly soldiers were not working properly."
That was a nice "fix" https://www.battlefield.com/news/update-notes/october-2017-update
Hey Chaki213, the in this update listed changes(https://www.battlefield.com/news/update-notes/spring-update) should only affect Fighters, Attack planes and Bombers. Behemoths are a whole different class. Is it correct that you are referring to the Spring update?
The linked video also shows a really bad pilot behaviour that should get him killed by an average AA gunner. Instead of flying away from the AA gun and diving low in order to use the environment as cover, he decided to pull the airplane around and fly in a circle around the AA gun which gives the AA gunner more time to hit the plane.
I personally don't know what "Fixed bad behavior on crashing planes by disabling rotor critical state when landing gear is deployed" actually does. So I asked internally and will update here as soon as I get an answer.
> most bombers just fly at the sky ceiling where even SAA cant counter them
Actually, with the SAA changes we made in last May Update, it's now impossible for the flight ceiling to exceed the verticle range of the SAA guns.
>Changed how max range for AA is applied. Max range now varies depending on the pitch of the gun. Shells can travel a maximum horizontal distance of 300m, and a maximum vertical distance of 450m. This applies to both the stationary AA and the AA truck. Previously AA shells timed out at the same max distance from the gun regardless of direction, resulting in a roughly spherical volume covered by the gun. This means horizontal range was as large as the max height the shells could reach, and that at very high altitudes the AA could cover very little area, even if its range was technically large. The new AA shells will have slightly less horizontal range than before at low altitudes, but they will retain that range all the way to the flight ceiling. This will make AA much more effective against high altitude aircraft without making it able to reach distant, low flying ones as well.
Um, well, according the November patch notes (Operations Campaign update) this already happened.
>Adjusted the brightness of smoke and muzzle flashes on semi-auto rifles.
Just to clarify for anyone who is confused, it is a standard vehicle and not a Behemoth; it's essentially a new air vehicle class. It has a pilot seat and 3 gunners according to the Tides newspost. From what I gather, it'll function like a helicopter "deliver[ing] death from above."
Thus far all DLC vehicles are usable in the base maps as well as inter-DLC, so it's very likely the new Airship will follow this pattern.
It says its a new gamemode here (near the bottom), although you maybe right as I don't see it in the release section for December or January. If it was only for one map I think it'd be a really big missed opportunity of a return for a fan favourite gamemode, also having it for Albion (which I think we can agree on that it perfectly suits the mode) would be really cool so hopefully its fleshed out.
https://www.battlefield.com/en-gb/news/article/summer-of-battlefield-new-maps-coming
"We’re glad to announce that a new map called “Prise de Tahure” will be released shortly for testing on the CTE (Community Test Environment). Set in the autumn after the Nivelle Offensive, Prise de Tahure sees French troops desperately holding on to re-captured heights in the Butte-de-Tahure region. The frontline trench networks cut right through several villages facing obliteration from the constant skirmishing between German stormtroopers and French raiders. This is a war of attrition. Adaptability and tactics are the means to wear your adversary down."
> And battlefield was always casual game, all the way since 1942.
- The official Battlefield website says otherwise... >Unlike other FPS games of the era, team play was essential and highly rewarded, which played a huge part in its success.
I can't believe I have to quote myself from less than an hour ago, but whatever:
> Decreased the percentage of contribution to flag capture/neutralize from 50% to 30%.
> This is literally all they did. The new system rewards those who 1.) fully deplete an enemy objective until neutralization and 2.) fully capture a neutral objective into their team's possession. More points are awarded for the ticks rather than just completing the capture. Before, one could reach an objective in time for a couple ticks and completing a capture and still get 500 points for the capture when they were present for perhaps 2-3s. No longer can you just scramble in the remaining seconds and net an easy 500 points for doing almost nothing.
They explained it here.
>Are There In-Game Challenges and Rewards?
No, the second Closed Alpha will not have any Special Assignment or Daily Orders, as this time we are focused more on testing gameplay fixes.
AA already fires in a cylinder. It's something like 450m high and 300m radius.
> Changed how max range for AA is applied. Max range now varies depending on the pitch of the gun. Shells can travel a maximum horizontal distance of 300m, and a maximum vertical distance of 450m. This applies to both the stationary AA and the AA truck. Previously AA shells timed out at the same max distance from the gun regardless of direction, resulting in a roughly spherical volume covered by the gun. This means horizontal range was as large as the max height the shells could reach, and that at very high altitudes the AA could cover very little area, even if its range was technically large. The new AA shells will have slightly less horizontal range than before at low altitutes, but they will retain that range all the way to the flight ceiling. This will make AA much more effective against high altitude aircraft without making it able to reach distant, low flying ones as well.
Though to be fair, video evidence proving that vehicles are flying above the reach of the AA gun would make the claim more believable.
You read it right:
https://www.battlefield.com/news/article/road-ahead-for-battlefield-1-quick-ops-map-giveaways
>We’re glad to announce that we’re making more maps from Battlefield 1 They Shall Not Pass available for all owners of Battlefield 1*. Today, you can tackle Rupture – a map taking place during the Second Battle of the Marne, characterized by its poppies growing over rusty wrecks. Coming in May, you’ll get to play on more maps with the hardened veterans of the French army making in a stand in a brutal defense of their homeland.
~~I reckon the plan is to release all DLC maps for free in the period between now and BF2018 release, or perhaps just the French DLC initially and then eventually the other DLC's as well (after BF2018 launch).~~
Edit: TSNP currently free ($0 purchase), there goes my theory.
battlefield 1 came out on 21 october 2016 , rsp came with the 2nd patch and that patch came out 15 november 2016 https://www.battlefield.com/news/fall-update-battlefield-1 : "Furthermore, the Battlefield 1 Rent-a-Server Program makes its debut with the Fall Update. This will allow players to set up their own public Battlefield 1 servers, with control of different gameplay options to map rotations.", but then you could not kick or ban players. Those important options came with the 14 february 2017 patch which was the 4th patch. And after that came several rsp changes in updates, things like being able to rotate way more maps because at 1 moment there where more vanilla+dlc maps then map slots on a server.
https://www.battlefield.com/news/what-is-the-road-to-battlefield-5
Yeah they still can be earned and claimed until the 28 day stage is done. You just get locked out once the stage ends, and can't earn later weeks early.
Found it....it wasn't a Tweet, it was a post on the BF.com news section.
https://www.battlefield.com/news/article/ww2-as-you-have-never-seen-it-before-battlefield-5
It reads as follows:
"Planning the next Battlefield again opened the door for a return to WW2. For a period, there was a fatigue for this setting’s representation in games, and we didn’t want to recycle the same journeys, such as beach landings, and familiar battles. Relying on the Battlefield 1 mantra – “untold, unplayed, unseen” – liberated us from expectations and allowed us to focus on what excited us.
The result is Battlefield V.
Take the Fight to Unexpected Locations
Instead of revisiting the locations of Battlefield 1942, we decided to explore other places, telling stories of the war that may be unfamiliar to players.
In Battlefield V multiplayer, engagements take place in fields and swamps, on bridges and canals, and among the rubble of devastated cities. Wherever you choose to battle, you’ll do so in locations that were pivotal, though somewhat forgotten over time."
Ok, so there are two comments there that concern me and led me to create this thread, and they are:
".....and we didn’t want to recycle the same journeys, such as beach landings, and familiar battles."
And...."Instead of revisiting the locations of Battlefield 1942, we decided to explore other places....."
Those two quotes give me the impression that we may not see D-Day at all and that would be a real shame.
I hope I'm wrong about that initial impression!
Hmm, I'm not sure what we can do here since it looks like your PC is below the minimum specs for BF1 :/
> MINIMUM SPECS > > * OS: 64-bit Windows 7, Windows 8.1 and Windows 10 > * Processor (Intel): Core i5 6600K > * Memory: 8GB RAM > * Graphics card (NVIDIA): nVidia GeForce® GTX 660 2GB > * Hard-drive space: 50GB
The full minimum and recommended can be found here https://www.battlefield.com/games/battlefield-1/tech
That said, I will of course pass this feedback along to the team
err european servers you get server side hit detection above 160ms that is why you never see them highpingers have a positive kd ratio so what are you talking about topicmaker. Bf4 / hardline doesn't have this, there you have an adventage with a high ping in bf1 absolutely not so make a topic in bf4 reddit. And this server side hit detection above 160ms is already since the 27apr17 spring patch https://www.battlefield.com/en-gb/news/update-notes/spring-update "Players with a connection above 100ms will have to lead their shot as server side hit detection is performed, indicated by icon in upper right corner. •This should lower the hit around corner effects and impede a penalty for high ping players to hit players."
And then 14may17 they changed the 100ms to 160 in Europe https://www.battlefield.com/en-gb/news/update-notes/may-update "•Implemented per region threshold settings for server side hit detection: 160ms for US + Europe, 200ms elsewhere."
I used to - pre spring patch - even ban players with high ping on my server that kept coming back because they indeed did have an adventage then (just like in previous battlefields) but right now this topic is total nonsense and is nonsense since the april / may17 update.
I'm still missing it too.
I tried to contact support, but they told me there was something missing on my account, so they could'nt give it to me. I argued that I got the PTFO-skins, of which 3 out of the 4 were available for the first time in that period, so that proves I logged in to unlock those. But apparently something didn't work and didn't mark my account or something.
I even asked for the "Year 1 Anniversary" tag, which I also didnt get, even though I've got the "Battlefield 15th Anniversary", which both had the same requirement of logging in between October 12 and October 161.
I know they are just dog tags, but I tried to pull the completionist in BF1, but oh well, there goes even more motiviation to play. Sad. Pls fix Dice!
> Fifteen years of Battlefield. And one year of Battlefield 1. To celebrate both anniversaries, we’ve prepared events and giveaways for players logging in to Battlefield 1 between October 12 and October 16.
> We’ll be handing out two different Dog Tags if you log in during the aforementioned dates: the Battlefield 15th Anniversary Dog Tag and the Battlefield 1 Year Anniversary Dog Tag. Secure them both and wear them with pride.
So I just skimmed through the past updates and you're right, the Nivelle Nights update added this:
Ammo pouch speeds up grenade resupply if player stands close to it.
No updates post Nivelle Nights have touched grenade resupply mechanics since.
OK thank makes sense. Thanks for the detailed response. I think information on how the balancing exists in game helps the community word feedback to help you guys better.
Other weapon balancing questions I can’t find an answer on is how are mechanics like the scout’s “sweet spot” taken into account?
I also think there’s some balance misconceptions behind some classes and what ranges it should be effective at. How is range damage balanced determined? If you go by here Battlefield 1 Classes it states that support is effective at short to mid-range. But I’ve seen lots of player statements to the fact they feel that support is a long-range weapon as well and should be effective at "anti-scout" at range. Is it still safe to go by these class descriptions for gun balance expectations?
Battlefield.com Support Description
Want nearly endless ammo for you and your squad? Play as... the Support class! When you absolutely, positively want to keep your enemy from moving, the Support class provides sustained fire to take out enemies or suppress. Their weaponry is fit for close and medium range and typically has a high rate of fire, letting you lay down a steady stream of bullets towards anyone you'd rather keep in one place. And when it comes to bullets themselves, they've a trick up their sleeve: their Gadgets can keep teammates resupplied or help protect positions.
> Note the last few word HITS A VEHICLE
From Spring update: Increased inner blast radius of AA cannons from 4 to 6 meters when the detonation is triggered by a vehicle." https://www.battlefield.com/news/update-notes/spring-update
> BTW the did not double the blast radius as you implied
Was just an analogy used to describe what was being buffed, but technically, the circular area of the AA has increased by 2.25x. (Using radius of 4m, being changed to 6m). If you want to use the spherical volume a change from 4m to 6m give you 3.37x increase in explosion AA volume.. Edits: Clarification on areas, and volumes
Locked for off-topic. On your question, it will not happen unless you fulfill the refund conditions and submit a refund request. Current refund conditions for Origin can be found here: https://www.origin.com/pol/en-us/store/great-game-guarantee-terms
Since you require proof look at the link below. It CLEARLY shows that by purchasing Premium you are purchasing the Expansion Packs:
https://www.origin.com/usa/en-us/store/battlefield/battlefield-1/addon/battlefield-1-premium-pass
Look at the "Compare Editions" Area it clearly shows that you are purchasing these with your Premium purchase. Anything above that are perks given BECAUSE you bought everything. So NOW will you stop spreading misinformation?
The math for the core setup(like CoD, Apex or Titanfall) is actually extremely trivial. The basic code for a circular deadzone and acceleration curve is simply:
acceleration = 0; if(stickMagnitude > deadzone) acceleration = (stickMagnitude - deadzone)/(outerDeadzone - deadzone); acceleration = pow(acceleration, degree);
There's more fluff code to complete it, but that's the most elaborate math for the basic setup. Simply offering an option for the degree gives you complete control over the curve following a power function. There's a huge amount of other more custom curves devs could and may use, but that's the easiest for the player to control. https://www.desmos.com/calculator/chhm30pikc That would solve this player's issue.
There's of course can be additions for smoothing, turn acceleration, things like restricting diagonal movement, and some of the strange things developer's have done which could make things much more difficult(ex, this nightmare from Mirror's Edge Catalyst), but making the code consistent in a basic way is pretty easy across engines and different titles. It's just how the developer chooses to handle it(and if they change any potential engine defaults) and what options they decide to give the player.
And Carmack is a crazy super genius. Not doubting that at all.
The linear steep curve should function exactly like you'd expect(I've set it in Unreal Engine 4). Seeing other players opinions on it would be important though. The sensitivity option is just to visually mimic the graphs the player made. The normal sensitivity options(soldier/vehicle/zoom) already will scale the graph like that option does. Slope and Degree are all that's needed for the curve itself, so that'd be only 4 more options for separate curves for both hip and ADS.
Most players probably wouldn't even notice the change in slope for the fully custom curve. A M&KB emulator I've used on PC had a 3-step, linear, piece-wise function as an option, and it felt fine in practice, though it was uncustomizable and I prefer the power function options for lower starting speeds. A 10 step like the graph I linked would feel pretty smooth even though it doesn't look like it. Professionally though it would be better to find a way to make an actually smooth curve, and you'd need to add a graph interface to show how the curve is changing.
Reddit is a bit finicky, either hit enter twice between paragraphs or if you want even more space, press enter, then type  
on the next line and then enter again. I also recommend RES - Reddit Enchanement Suite, gives you a proper preview of your text so it's easier to see what the end result is. I found it really helpful!
No clue whatsoever why the topicmaker just didn't give a link - where you can read that june itself will also get a patch https://www.battlefield.com/news/article/road-ahead-for-battlefield-1-quick-ops-map-giveaways
As you can read in the link as of now rupture is removed from dlc1 and moved to base maps, and in may18 another 1 of dlc1 will be moved from dlc1 to basemaps - can be Verdun / Soissons / Fort. Then dlc1 will only be 2 maps. If i had to expect moves from dlc - besides the 2 from dlc1 nivelle and prise when dlc1 was 6 maps, I expected them to move 2 maps from dlc2 because that 1 has 6 maps now.
In the link above no word on the 8 weapons that where on CTE a month ago , here those 8 weapons in the old cte topic : https://www.reddit.com/r/battlefield_live/comments/8469q3/bf1_cte_update_volga_river_operations_rebalance/
It is just because you are chosen :) Actually try to use these links: For the tanker: https://www.battlefield.com/companion/career/XXXXXXXXXX/bf1/loadout/basic/4/0/5 For the pilot: https://www.battlefield.com/companion/career/XXXXXXXXXX/bf1/loadout/basic/5/0/5 Instead XXXXXXXXXX should be your own unique number.
“Everybody knows that the Medic’s job is to heal and revive. There is one Vehicle Damage challenge, but the player only needs to complete 5 of the 6, so it can be completely ignored by players that prefer not to use rifle grenades.”
https://www.battlefield.com/news/update-notes/turning-tides-gallipoli-update
You’re both right. Enough already.
Update notes here: https://www.battlefield.com/news/update-notes/operation-campaigns-update State: "If resupplied, the Scout class now has the ability to place a second tripwire of each type (i.e. gas, incendiary, bomb HE), without cancelling the first." My bet is this was to correct previous problem and add ability for second. Coming SOON™
Auras weakness
-require crates to be equipped
-blocked by suppression
Also the effect radius of the Ammo Crate and Medical Crate have been raised from 3.5m to 7m
What is the radius of the Auras? Do they stack if teammates are inside of both radiuses?
They have been advertised implicitly on official page
https://www.battlefield.com/games/battlefield-1/turning-tides
>Heligoland Bight (map): Engage in an epic naval clash as the British Royal Marines and German Navy pit dreadnoughts, destroyers, and aircraft against each other while infantry troops fight by the iconic red cliffs of Rocky Cove.
https://www.battlefield.com/news/article/all-you-need-to-know-turning-tides-release
Set to release in January. The DLC is out over 2 months
>Kapish
If you're going to diss, then fucking do it right.
Capische.
A +1 shot to kill is barely a nerf. 20mms also have impact damage curve of 17.5-12.5 from 75m-100m. Get a direct hit within 75m and you'll do 37.3 damage in one shot leaving your precious 5 shot kill intact. That should be perfectly attainable for a 20mm cheeser like yourself.
So I don't know where the hell you got reload nerf from, but the FT-17's 20mm reloads in 3.75s as of the August update and has been that way since the May update:
o Increased reload time on the autocannon from 2.5s to 3.75s.
Your 3.5s nerf is actually a buff, next time you decide to be a smart-ass get your damn facts straight. What a disgrace.
There's a small period of overlap for these two missions, as they're likely trying to get them all done before ITNOTT release. If you go and win three rounds of Rush today/tomorrow, you should still be eligible.
Use https://www.battlefield.com/calendar in the future to remain up-to-date on events.
DICE's BF1 Platoon announcement:
>When you represent a Platoon, its tag will automatically be displayed in front of your name and its emblem will automatically be displayed wherever your emblem is usually displayed. This essentially “overrides” your equipped emblem; when you represent a Platoon, we want you to really represent it.
Hmm... I'm sure this was patched in the April update, but apparently not...
From the patch notes (https://www.battlefield.com/en-gb/news/update-notes/spring-update):
Maps & Modes Argonne Forest
Fixed multiple glitch spots. Fixed an issue which allowed players to get on top of a bunker they shouldn't be on top of.
>When you represent a Platoon, its tag will automatically be displayed in front of your name and its emblem will automatically be displayed wherever your emblem is usually displayed. This essentially “overrides” your equipped emblem; when you represent a Platoon, we want you to really represent it.
https://www.battlefield.com/news/article/the-road-ahead-jan-2017
Indeed there's a patch announced for february, though I doubt that this will have any of the CTE changes.
In BF4 CTE, the CTE usually got the next patch for testing, where we would literally play on the next retail game build for 2 or 3 weeks, which one could notice since some of the funny CTE-exclusive things, like the DICE weapon camo being hearts instead of just plain black, were missing.
> was your score for each of the battalions (especially first one after you joined and last one)?
Not sure what "score of each battalion" means, but this was a clean game. ~24.xxx Pts without any multiply(no squad boost no end bonus).Map started from begginging.Was squad leader.No squad or team change. - With end bonus it was 62.000. - In the menu it show 2375pts.
My second game was 18.xxx Pts again with no xp boost.Was squad leader.No squad or team change. - Around 44k with bonuses on the end. - In the menu it shows additional 2600pts.
After 2games placing top5 - both games was finished on first map of operation as win.Didnt exit on the end of map/didnt do anything(stupid) to cancel my points earned on the map.
This is result after those 2 games : https://www.screencast.com/t/iF06KqZH
OriginID : LopataTURBO Enter my logs or account and collect data if its needed.U got my approval.
I cant really play like 18 more operations(i got ~ 5000pts from 2op's..so ye 18more to go i guess.) in 2days to collect a single battlepack.I can but this is ridicilous.Thats around 10-12h or more playtime.So no something is not working at is should.
This is all data that i can give you at the moment. THank you, S.
> Dice compares it to bf4 and hardlijne ttk, but i played those battlefields till the next 1 came out so there it was somehow ok for me i didn't quit. Bf4 1.800 hours, hardline 1.100 hours.
This is the nub of the issue. It was somehow ok for you to play more than 2000 hours of games with ttks much higher than the proposed changes and you didn't quit. In fact you liked it so much that you played an extremely high amount. Here we can see the bias in cognition to notice the change in value, rather than the absolute value. If you are interested in this topic I recommend Dan Gilbert's: "Stumbling On Happiness", or Daniel Kahneman's: "Thinking, Fast and Slow ".
I for one am just starting to pick up the scout class, and I plan on mostly playing it, even with the changes(which buff everything except the scout class, in effect: nerfing scout). I'm not doing this because I am a sadist or because I don't care about winning/doing well, I care a lot about that. I'm doing it because I think these changes won't nerf scout enough. I think scout will still be the most effective anti-infantry class, as it has been since launch. You should be happy that your two main classes are the ones that got the most buffs.
It is natural to do worse when the game changes but your play does not. In time, if you are patiently observant of your performance and critically analytical of it, you will surpass your old skill level. You can take this setback as a challenge to grow and transcend your old limitations, or you can take it as an impossible hurdle that you are incapable of overcoming. The choice is yours.