Everything posted by Axlerod
-
BF1 Server Rented - TAC Platoon Created
https://battlefieldtracker.com/teams/873/the-armorynet PLAYERBTR ScoreScore/MinK/D RatioTime Played AK_Flyer012 Scout 10,468 1,014.20 1.67 4d 8h 14m Axlerod1 Assault 23,306 973.30 1.05 9d 21m bohicatucson Assault 12,814 744.13 0.87 6d 12h 40m bu11boy Scout 4,235 1,038.57 1.26 1d 14h 39m Danbaron Assault 44,652 968.89 1.39 20d 10h 22m Darksorrow33 Assault 3,593 719.53 1.72 1d 9h 35m Dirtydealer68 Assault 2,455 537.03 0.73 1d 12h 2m Drakulya1431 Scout 7,380 681.65 1.37 3d 2h 28m Drenslace Support 4,986 739.66 1.07 2d 4h 19m Frgt2Frgv Assault 20,149 882.03 1.17 8d 10h 59m Gatornade Support 27,355 1,047.09 0.78 13d 18h 46m GISweets Assault 255 829.25 0.75 4h 11m GRiTz-P Assault 1,390 580.08 1.03 16h 45m Jenksterman Medic 1,312 577.82 0.58 19h 21m KentuckyToker Pilot 17,414 657.87 1.71 7d 17h 32m LadyElric Assault 4,716 547.52 0.73 2d 19h 5m LFM1 Support 262 533.32 0.65 5h 2m MrsWeasel71 Assault 719 212.78 0.30 16h 3m NetRngr Scout 18,456 454.68 0.81 13d 6h 6m oOforestOo Scout 2,618 477.11 1.76 1d 6h 21m R0gueWarrior [Make Admin] Assault 8,912 392.29 0.85 5d 4h 39m Rev0verDrive Medic 12 238.35 0.55 21m RigormortisCAN Assault 10,646 861.98 0.87 5d 8h 6m River22Rat Support 1,309 627.12 0.63 17h 4m sharps65 Assault 44,947 1,110.74 1.83 16d 22h 13m SIow202 Support 9,274 708.57 0.93 5d 1h 44m SiriusJokrr Assault 7,160 651.69 0.78 3d 21h 54m swiftvengeance31 Support 2,178 607.72 0.66 1d 8h 14m TFD2001 Assault 2,501 695.69 0.68 1d 11h 0m trapperdrew Scout 4,362 494.93 1.12 2d 9h 41m Virus_Herpes Assault 5,413 922.92 1.39 1d 22h 41m Waveman227 Assault 1,376 413.62 0.43 1d 6h 21m Weaponmaster011 Scout 3,706 824.56 1.30 1d 16h 8m Weasel54 Support 962 242.57 0.37 21h 9m
-
Spring DLC is available today!
https://www.battlefield.com/news/update-notes/spring-update Platoons are limited to 100 players so only the active players will be able to stay after we hit 100. VIP is limited to 20 players so only the top 20 active will get those. https://battlefieldtracker.com/teams/873/the-armorynet = List of active players post to get your name added Get you phone out and download the battlefield companion app and join the platoon! BATTLEFIELD™ 1 SPRING UPDATE NOTES Hello Everyone, Being a successful Battlefield player is all about playing the objective and working together as a team. With the Spring Update, we want to further push the team aspect of Battlefield and make teamwork an even bigger part of the experience – with the introduction of Platoons as this update’s central feature. In this update, we are also releasing some much asked for server administration settings – yes, we heard you! More on that below. We hope you will like the new features, bug fixes, and balance tweaks. See you on the Battlefield! Jojje “Indigow(n)d” Dalunde Jesper “TheBikingViking” Nielsen PLATOONS Get ready to team up. Today we are introducing the first wave of Platoons features for Battlefield 1. It’s something a lot of you have been asking for, and that we are very happy to finally release. Our focus in this initial release is to add some of the core and most essential Platoons features, such as the Platoon Tag, while building a robust system that we can continue to expand and improve going forward. Below is an overview of what’s available in this initial release: Create & Manage - Any player can create a Platoon; you are however limited to one General role, the highest rank and the rank a Platoon creator starts with, at any one time. When creating a Platoon, you can add the following info: Name - This is required and must be 3-24 characters. Names are not exclusive. Tag - This is required and consists of 1-4 alpha-numerical characters. Tags are not exclusive. Description - This is optional and can be up to 256 characters long. Use this to describe your Platoon however you see fit. Emblem - You can choose an emblem for the Platoon from your own personal Emblem gallery. The emblem is then “copied” to the Platoon, meaning that if you later update your own emblem, it’s not automatically reflected in the Platoon emblem. Access Type - This selection defines how other players can and cannot join your Platoon: Open - Anyone can join the Platoon instantly. Apply-to-Join - Anyone can apply; Platoon members with permissions can accept or reject applications. Closed - No one can join the Platoon while in this state. It’s always possible to change any of these values or settings at any time, as long as the Platoon member has permission to modify it. General - This is the highest Platoon rank and there can only be one General in the Platoon at any one time. The creator will initially get this rank, but can transfer it to someone else (which must be done if you want to leave the Platoon). The General has access to everything, including the option to change name, tag, and even disband the Platoon. Colonel - Colonel is the second-highest rank and has access to most Platoon management tools, such as editing the description, emblem, and the access type. This means they can step in for the General most of the time. Lieutenant - The Lieutenant is the lowest level rank with management permissions. Mainly their ability is to accept or reject Platoon applications, if the Platoon is set to “Apply-to-Join”, as well as link their Rented Servers to the Platoon. Private - Private is the initial rank any new member gets in the Platoon. This rank doesn’t give you access to anything, besides the fact that you are now a member of the Platoon and can represent it and join other members playing. As a rule of thumb, you can always promote someone else to one rank lower than your own, and demote or kick members that are one rank or lower than your own. Rank permissions also always stack, so if you’re promoted you can know for certain that you have the same access as before – and more. Find & Join - Platoons is all about playing together. In the “Find Platoon” section, you will sometimes get a list of recommended Platoons to join, which is currently based on other Platoons that your friends are representing. Once you’ve found a Platoon, its access type will determine how easy it is for you to join. Maybe you can simply join it right away, or you must apply. If you’re unlucky it’s closed, and that’s that. Representing and Playing with Your Platoon - For many players, representing your Platoon is what it’s all about and we have tried to make this process easy, smooth, and awesome with the new system. First, you can always only represent one Platoon at any given time, and you can also choose not to represent any. You will retain your membership and rank in the Platoon; it’s basically just something you toggle. 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. Besides having the tag and emblem, if you fill up a squad with other players that represent the same Platoon, the squad will automatically be renamed to the Platoon’s name. Furthermore, if your represented Platoon contributed the most to a Flag Capture (with at least two members present), a pennant carrying your Platoon emblem will be shown on the flag pole. More bragging rights for you. We currently employ limitations of 100 members per Platoon – if your group is more than 100 people, we suggest you create more Platoons with the same name, tag, emblem and description – and you can at max be a member of 10 Platoons. This includes pending applications; if you are a member of 8 Platoons and have 2 Platoons with pending applications to join, you will not be able to join or apply for any other Platoon unless you leave a Platoon or cancel an application. Increasing these limits are something we will consider going forward. One of our primary focus areas has also been to more easily facilitate playing together in groups, so we’ve added the ability to always see where your Platoon is playing and join them. NEW FEATURES MEDIC REVIVE INTENT If you’ve ever played as a Medic, dashing through hailstorms of bullets and explosions disregarding your own safety to get to a fallen team mate, only to have them “skip” at the very last second, you know how frustrating it can be. You can now “spot” the dead player to indicate that you are on your way to them. The player will see your name blinking in the death screen and show as “incoming medic”. The medic will also shout that he is coming. If they decide to skip anyway, they didn’t deserve to be saved in the first place. NEW FEATURES SERVER ADMINISTRATION This is one of the areas where we are getting a lot of feedback, so it feels great to be able to finally release some new features to the community: Server admins can now add other players to a list to give them admin rights to the server. A server can now be set to need lower numbers before pre-round ends (from 20 to 6). We are also adding the ability to use password protected servers. Just as with the other parts of the game, server administration functionality is something we will continuously improve over time. This is the beginning. Please keep giving us feedback on what to improve next. NEW CONTENT WEAPONS Other feedback from the community is that more weapons are wanted. And we agree! With this update, we’re introducing four new weapon variants – one for each class: HELLRIEGEL 1915 DEFENSIVE SELBSTLADER 1906 SNIPER HUOT AUTOMATIC OPTICAL MARTINI HENRY SNIPER Complete special weapon assignments to unlock each weapon. NEW FEATURES RIBBONS We brought in the Ribbon system from earlier Battlefield titles with the Winter Update. We’re very happy with how it turned out, so with the Spring Update we’ve decided to expand the system by adding 19 new Ribbons. The focus with the new Ribbons is to promote teamwork. You will now get Ribbons for performing tasks such as spotting, reviving, resupplying, repairing, healing, and more. NEW FEATURES DOG TAGS There are five more Dog Tags to get with this update: Battlefest 2017 Answers HQ Sakura & Murata Regimental Stein Play to Give MAPS & MODES GENERAL Frontlines - Fixed issue where combat areas weren't activated during warmup, meaning you could go out of bounds. Frontlines - Fixed issue where timer would not start. Longest game recorded was over 3.5 hours long. Fixed issue where combat areas could cause minor visual bug in minimap. Updated the physical material for rivers and lakes on the terrain. Water explosions should now look correct. Set small game modes on consoles to be 60 Hz. Increased width of rain texture to avoid tiling patterns. MAPS & MODES AMIENS Fixed multiple glitch spots. 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. Tweaked lighting to make the map look better. MAPS & MODES FAO FORTRESS Adjusted height of fog when in airplane or parachute. MAPS & MODES FORT DE VAUX Operations - Update to intro camera. Operations - Made Elite pickups disappear once the defenders won a battalion. Conquest - Readjusted the spawn locations to avoid spawning near enemies. Conquest - Adjusted the capture area sizes of A, C and D. Conquest - Hero kits will be spawned at the HQ of the losing team, if the enemy team owns all capture points. Conquest - Adjusted the combat area around the German spawn. Rush - Moved the first MCOM in the 3rd sector closer to the attackers and adjusted some spawn distances due to high rate of successful defenders. Rush - Adjusted the spawn locations for better balance. Rush - Added additional cover in the 3rd sector. Reduced the bloom scale for the customization screen. Fixed issue where players were able to access unintended area. Fixed an issue with an invisible collision in a corridor. Fixed issue where players could not be revived on top of drainage systems. Fixed issue where climbing the bridge would sometimes not work. Fixed an issue where players could climb on top of the fort. Fixed issue with enlighten rendering on some pipes. MAPS & MODES GIANT'S SHADOW Fixed boundaries for free camera when spectating. Fixed some interactions with doors. MAPS & MODES MONTE GRAPPA Conquest - Fixed issue where players could capture C from an unintended position. MAPS & MODES RUPTURE Operations - Fixed issue where players could spawn in the Behemoth before it was ready and later got teleported back. Operations - Added a tank for the attackers to the first sector of Rupture Operations - Adjusted some of the capture and spawn points for better balance. Conquest - Reduced the number of planes from 3 to 2 per team. Conquest - Changed size of capture area of A and D point. Conquest - Swapped B and C flag. Conquest - Moved motorcycle out of bush near team 2 spawn. Conquest - Moved spawns back for team 2. Conquest - Added spawn area AA guns for both teams. Conquest - Removed an MG position that wasn't supposed to be usable. Rush - Weakened defense on first and third sectors based on community feedback and telemetry. Rush - Moved the attacker tank from the first sector to the third sector. MAPS & MODES SINAI DESERT Fixed issue where players were unable to get out of a Fk.96 field gun at a specific rotation. Moved field gun a meter back to give it a bit more clearance. MAPS & MODES SOISSONS Operations - Added an additional AA gun for the defenders on the last sector to balance the attackers' vehicles. Operations - Tweaked balance based on feedback and telemetry. Operations - Fixed issue where players could spawn in the Behemoth before it was ready and later got teleported back. Conquest - Fixed a bug around one of the field guns and fixed an issue related to spawn camping. Conquest - Readjusted the spawn locations to avoid spawning near enemies. Conquest - Adjusted the size of some of the capture areas (made them bigger in general). Conquest - Reduced the number of tanks from 4 to 3 per team and moved one of the 3 tank spawns to the closest capture point (A and E). By this, the enemy team can deny them and influence the tank situation on the map. It also adds more value to points that get less attentions by the players. Conquest - Increased the tank respawn time to add more value to their use. Conquest - Reduced the airplanes per team from 2 to 1. Conquest - Reduced the hero kit spawn respawn time. Rush - Weakened the defenders by adjusting their spawns in the first and third sectors. Rush - Fixed an issue where players could spawn outside the combat area. Fixed boundaries for free camera when spectating. Toned down exposure while indoors. MAPS & MODES SUEZ Fixed issue where player could not be revived after dying in a puddle near the British HQ. MAPS & MODES VERDUN HEIGHTS Operations - Adjusted some of the capture and spawn points for better balance. Operations - Changed the tickets from 250 to 350. Operations - The Howitzer in the first sector now spawns after 5 minutes of the first battalion. Operations - Tweaked the weather on Verdun. Conquest - Adjusted some of the capture and spawn points for better balance. Conquest - Adjustments the Hero kit spawn delay. WEAPONS & GADGETS GENERAL Fixed all sniper rifles to have separate cocking pieces. Fixed incorrect scope sway when using 2.00x or 1.25x magnification. Wrench will no longer make repair sounds and play repair animation when vehicle is fully repaired. Fixed an issue where the repair indicator progress was not updating when repairing with a wrench. Fixed issue where the weapon skin "The Seaforth Highlander" was misspelled as "Higlander". There can be only one. Corrected UI for rate of fire for the M1903 Marksman and Sniper from 51 to 54 rpm, which is the actual ROF for these weapons. Fixed issue where K Bullets could hurt tanks farther than 150 meters away. Fixed incorrectly low drag for the Chauchat. Increased M1903 Experimental trigger pull weight to match the ROF change done in They Shall Not Pass. Removed post reload delay when using K Bullets on the Martini-Henry. Fixed an issue where the crosshair disappeared when zooming in using the Villar-Perosa. Fixed a bug where certain first person reload-animations that were interrupted when killed would not play after being revived. Fixed bayonet bug that allowed player to be killed without triggering the animation when there was no obstacle between them. WEAPONS & GADGETS GRENADE CHANGES Added a 0.3 s throw delay to all grenades Reduced the outer blast radius of the following grenades: Frag/Stick: 6.3 from 7.0 Impact/Min/Light ATi: 5.6 from 6.0 Increased fuse timings on the following grenades: Mini/Frag/Stick: 1.4 s minimum delay from 1.3 s, 0.85 s fuse from 0.7 s Impact: 1.2 s minimum delay from 1.0 s Incendiary: 1.4 s minimum delay from 1.3 s Rifle Frag: 0.8 s fuse from 0.7 s Increased lethal grenade resupply timers: Mini: 28s Gas: 35s Light AT: 42s Frag: 49s Impact: 49s Incendiary: 49s Increased magazine size for smoke grenades from 1 to 2. Reduced damage of AT Grenades against standard soldiers by 10%. Increased ammo box resupply rate modifier from 3x to 3.5x for all lethal grenades. Grenades will no longer resupply unless player is near supply crate or pack. Grenades should no longer collide with team mates within 10m. Incoming suppression will halt resupply progress of grenades without an ammo box, and will reduce resupply speed with an ammo box to two thirds its normal value. Fixed position of rib sight for 12g Auto. Added folded bayonet when no bayonet is equipped instead of completely removing it for Automatico. Fixed incorrect 2x zoom level for Bodeo1889. Tweaked muzzle VFX of Hellriegel. Fixed spread decrease being too slow for Infantry version of Lebel Model 1886. Fixed bipod having no influence on recoil and hipfire spread for Sniper version of Lebel Model 1886. Fixed issue where K Bullet icon would not be visible when using the Lebel. VEHICLES GENERAL Fixed a bug where the first-person camera on the Artillery Truck could be in the wrong position. Fixed a bug where the 1st person camera in the St. Chamond tank would not reset when exiting and re-entering the driver seat during the camera transition for the Pigeon Carrier Artillery. Corrected BL9 Gas Shell Friendly Fire Behavior. Now damage will be disabled with friendly fire off instead of suppression. Moved weapon components for St. Chamond equipment from under the vehicle to near the top to allow them to be used in shallow water. Increased AA cannon blast damage multiplier against planes: Fighter: 0.8 from 0.7 Attack Plane: 0.75 from 0.7 Bomber: 0.65 from 0.6 Fixed incorrectly low damage of rockets against other planes. Increased sniper rifle damage multiplier against planes: Fighter: 1.2 from 1 Attack Plane: 0.9 from 0.75 Bomber: 0.375 from 0.3125 Increased inner blast radius of AA cannons from 4 to 6 meters when the detonation is triggered by a vehicle. Removed impact impulse from plane MGs. Ranken Darts: Increased reload time from 12 to 15 seconds Decreased blast damage from 20 to 16.7 Decreased blastradius from 3 to 1.5 meters Direct damage no longer hurts soldiers Fixed bad behavior on crashing planes by disabling rotor critical state when landing gear is deployed. Removed physics impulses from Desert Armored Train AA weapon projectile. Fixed issue where player could sometimes falsely see two available vehicles instead of one in the deploy screen. Fixed issue where artillery shells would explode midair. Fixed an issue where the saber sound kept playing when jumping off a horse while swinging. CONTROLS Fixed horse melee and camera toggle gamepad button mapping issues related to the alternate and Legacy Southpaw schemes. Fixed the airplanes throttle input mapping in Lefty buttons + Legacy Southpaw stick combo. Fixed issue where the Legacy Southpaw control scheme for the Field Gun made the RS have both Strafe and Look functionality. Fixed issue where using a joystick alongside a mouse would cause the keymapping to revert to default functions. Added advanced gameplay option for adjusting the Stick Aiming Acceleration. Allows setting the soldier aiming when using a stick, as seen in Battlefield 4. Removed invalid binding for Left Alternate controller with the horse. Gallop and Melee were being bound to left stick click, which is not possible. Removed the melee attack binding and from now on only gallop will trigger (melee attack would never trigger anyway). Fixed a bug where vaulting could be triggered while transitioning into prone. Diving underwater and resurfacing can now only be triggered when the soldier has finished the previous dive or resurface animation. Fixed a bug where certain inputs would stop working after vaulting. Separated dead zones for joysticks and gamepads. Added options to adjust the axial dead zones of the gamepad sticks and the joystick. Added options to adjust max input thresholds for sticks and gamepad triggers (L2/R2). UI Changed the RTL alignment of the squad count text element to avoid the overlap in Arabic. Changed the alignment of the kit-rank so it is displayed correctly in Arabic. Changed alignment of progression tracker text for weapons and medals in Arabic. Changed alignment of XP boost percentage in Arabic. Adjusted the columns on the scoreboard to restore score and latency to their intended font size. Fixed issue where an overlap was present in squad menu for the XP boost and the padlock. Fixed issue where wrong weapon and weapon skin would sometimes appear on the killcam. The Squad XP boost logo is now responding correctly to the highlight. Fixed issue where player was unable to see nearby medics if he/she killed him/herself with gas or incendiary grenade. Fixed issue where weapons bought for Warbonds in the menu system would not show as unlocked in the customize screen. Fixed issue where some game messages would not show up in the chat. Fixed issue where other classes than Medic could show up in the "Nearby Medics" list when dead. Can still appear in some rare cases. Fixed issue where the same map could show up in both slots during vote map. Added a gameplay option to turn off the Player-Created content. NETCODE Fixed jitter for spectator when movement starts. Replaced Ping in Scoreboard by Latency for all platforms. 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. Improved extrapolation handling for jittery players. Movement should now be much smoother and allow the other clients to have better hit detection on those. Lowered thresholds for network latency warning icons. Latency: Yellow 90ms Red: 200ms. Fixed issue with grenade unspawning when owner died. When you dropped a grenade right before you died, it previously just disappeared. Allow bullet damage from killed players if the victim got his shot off while he was still alive. This will allow killtrades, but in a fair manner. Improved level loading times during network syncing phase. Will improve the time joining into ongoing matches. Prioritize hit information over other information during networking. Fixed issue where bullet impact FX would appear at the wrong impact positions. Moved hit effect in more sync with networked shooter/shooting. Changed warning icons to use average fps for fps instead of CPU spikes. Improved algorithm of calculating lag compensation. OTHER Fixed issue that would make map loading times longer than necessary. Should cut ~10 seconds of loading per map. Fixed issue with flickering water when running the game in SLI. Fixed a tracking issue with heal and revive scoring criteria. Map voting is now on as default on official experiences. Updated game credits. Added the options to turn off aim assist in rented servers. Fixed issue where server would crash if 24 players connected at the same time for Domination. Fixed issue where players could exploit damaging and repairing a vehicle for experience. No more! Game will now always de-spawn a corpse when the player spawns in again. (Seeing your own dead body can be scary.) XBOX Fixed issue where logging out on Xbox One during the first few seconds of an Operation intro video caused a freeze at black screen after the video.
-
Newest CTE Project List yer bitches here
Most of my bitches with hand play is just to many snipers. I think maybe they need to slow those rifle down or turn the range down or something. The rest are with RSP. Ability to move players and chat filters etc Sent from my SM-G930V using Tapatalk
-
Call of Duty Returning to WWII Roots
If Activision goes back to their roots than I have to wonder if they will go to 3rd party servers and not the Crap servers they have had since modern warfare 2. No servers will mean no money from me . Sent from my SM-G930V using Tapatalk
-
RSP Updates inbound
Sent from my SM-G930V using Tapatalk
-
Player Unknown's Battlegrounds (PUBG)
Yeah this game has been getting a lot of attention too. Both EA and activision are watching. It is a PC exclusive. Made for PC by PC players. I hope it does well and shows both activision and EA that PC gaming is not dead, their games just suck.
-
RSP Updates inbound
again there are suppose to "MAJOR" changes to RSP in the next update. Of course Ali Hassoon said there would be updates to rsp before the last update and nothing was changed. Any more, I am wait and see. 150,000 pc players have stopped playing. Xbox is down to only 25% left PS4 is down 50% PC 18,666 Peak 24h 34,505 XBOXONE 17,372 Peak 24h 65,010 PS4 55,108 Peak 24h 101,093
-
DICE moving to monthly update schedule.
Agreed. The monthly update schedule should have been going since day 1. With the complaints and issues you can even argue even weekly updates. April 13th marks 7 months and the infrastructure I would have to say is still 3 to 6 months behind schedule which is what is was at game launch. Now DLC and the usual NERFS & BUFFS to balance is would say is on schedule. We can argue if they were good or not but I will say it looks about a normal pace. I still say the game itself is very solid. Server side of things such as Chat filter, Balancer, admin controls, multiple admins etc is still the biggest issue that this game really needs.
-
DICE moving to monthly update schedule.
Yeah tiggr announce a new map to test in cte today and all the great things coming. I asked RSP? He actually replied mhm. Not good Sent from my SM-G930V using Tapatalk
-
DICE moving to monthly update schedule.
I am glad to. The game launched with 129,000 PC players. Last night I get on and there were only 20,000 players gaming. PC 30,177 Peak 24h 35,491 That is still better than BF4: PC 16,456 Peak 24h 20,269 Or Hardline: PC 697 Peak 24h 847
-
Newest CTE patch...Wait for it....
Yeah. Only taken 7 months to get that started. Now onto platoons RSP ADMINS etc...
-
BFFs
Hence the premium friends. DICE is not making money on DLC and RSP. They are no longer making money on the game. They are scrambling is what they are doing. DICE tried to pull shit on the community and their plan is hitting them in the pocket book now. Problem is, by the time they fix everything that should have been implemented at release, it will be to late. The game is 6.5 months old and they only half ass listen to the community. 6 player start has been talked about for 3 months now and is still not going yet. Battlefield 1 is the video game version of the TITANIC.
-
BFFs
Battlefest is going Double XP is going Premium Friends is going on PC Player Count dropping Struggle on all machines to hit 200K players. I would say DICE is wanting to change anything but Rental Server Program. The Ship has hit the iceberg and we're down...
-
BFFs
Dice making another attempt to save this sinking ship. Player count is dropping fast and dice trap dances around fixing RSP. Dice has never given this ability to people before. They might do better just giving away and refunding premium players. In the other hand dice could just make RSP functional instead and maybe players will want to spend money on the game. Sent from my Samsung Galaxy S7 using tapatalk https://forums.battlefield.com/en-us/discussion/comment/765538#Comment_765538 Sent from my Samsung Galaxy S7 using tapatalk
-
Newest CTE patch...Wait for it....
They also need to fix maps. Vanilla map and DLC maps should be aloud to be used in a server. BF1 is getting boring and player count has dropped to below BF4 after 3 years. Game life is not looking good. Rumor is the next BF title will be out in fall 2018. Maybe BF1 will be fixed by then LOL
-
BF1 They Shall Not Pass & Base Game Update Rolling Out March 14th
Bf4 player count is consistently around 5k players when I get on. That's in the world for pc. He'll there are more people playing bf1 on PC then there are all of Bf4 on all 5 platforms. I'm moving forwards not backwards. I will hack the shit out of bf1 and play ghost recon mostley from here on out. Sent from my Samsung Galaxy S7 using tapatalk
-
The Armory Clan Task Force
I got the game last night. Completed the first mission.
-
BF1 They Shall Not Pass & Base Game Update Rolling Out March 14th
check out the shit I have sent to ali and tiggr on twitter. I am through being nice. I will get my money's worth out of this game. If you want, I know a place to download some skill to get on fair odds with these mother Frackers. They are installed tonight. Frack THEM, let them ban me. This game is nothing more than the COD MW2 version. It is shameless. I to do not plan on preordering anything ever again especially from DICE. IF this is the future of battlefield, I will probably be done with the series. DICE does not have a Fracking clue how to run servers. The game plays like it did in the 1990's but with todays graphics. You can polish a dog turd all you want but at the end of the day, it's still a dog turd.
-
You are not going to believe this
well I guess that figures since there arent that many people renting servers. Glad to see that part is working.
-
BF1 They Shall Not Pass & Base Game Update Rolling Out March 14th
definitely get a refund gator. We don't even have that many that play at the same time. I will be on tonight. I think I am getting wildlands. PS. I will get my money's worth out of BF1. Frack DICE. I have been hitting twitter and the forums off and on today. I look forward to them banning me off the boards.
-
Battlefield 1 Winter Update 02142017
NO BETTER WAY TO STAY WARM THAN WITH SOME HOT, NEW UPDATES We’re happy to share with you some of the features we’ve been working on the last couple of months. In the Battlefield 1 Winter Update we’re bringing back the ever-popular ribbons from previous Battlefield titles. We’ve also heard your request to up Class Rank caps from 10. The new max Class Rank is now 50. Oh, and there will be unlockables on the way to maxing your Class Rank. There are plenty of other new features and improvements, both big and small, in the Battlefield 1 Winter Update. We look forward to seeing you on the Battlefield! MAJOR UPDATE: RIBBONS You will now be able to collect Ribbons as you play. There are 20 different Ribbons to collect, and each time you get a Ribbon you also receive a 300XP. The Ribbons are designed to promote good teamplay and playing the objective. If you have suggestions for other Ribbons you’d like us to add, we’re always listening! This is just the beginning. MAJOR UPDATE: ELITE CODICES It is now possible to unlock an Elite Codex for eight of the available primary weapons in the game. All you need to do is get 500 more kills per applicable weapon. Not only will you get a shiny Elite Codex, but you will also be awarded 25,000 bonus XP. Not bad when you’re chasing those new Class Ranks. MAJOR UPDATE: CLASS MAX RANKS We were impressed by how fast players reached Rank 10 in each primary Class. The new max Class Rank will now be 50. Let’s see how fast you reach max! When you hit 50, you will be granted some extra nice Class flair in the kill card to taunt your fallen foes. There will also be Dog Tags that you can unlock as you progress towards max Class Rank 50. MAJOR UPDATE: SERVERS With the Winter Update we’re releasing some highly anticipated rent-a-server features. RSP admins will now be able to kick players from their server using the in-game UI, or swing a mighty ban hammer if someone is misbehaving. RSP admins will now also have prioritized access to their server. On top of this, we’ve added the feature to vote for the next map after a match is over. Players on the server will get two options to vote for, and whichever alternative gets the most votes will be the next map. The options will be randomly selected from the server’s map rotation. This is done during the end of round screen, so no extra time between rounds has been added. GAME IMPROVEMENTS VEHICLES Fixed some parts of vehicles that were improperly placed in front of 1p cameras when taking or repairing damage to them. Fixed tank driver weapon visuals not functioning correctly for other players when the driver uses a 3p camera. Fixed an issue where the Heavy Tank would not show on the minimap when firing. Reduced the cooldown of gas abilities on vehicles from 30-32s to 25 seconds to make up for reduced gas duration. Fixed issue where multiple tanks could become available to a team when they shouldn't be. UI Fixed an issue where the Warbond symbol overlapped the amount of available warbonds in Arabic language. Fixed an issue where the kill log would be visible in the deploy screen in Hardcore mode. Fixed an issue where player nametag would not show in the kill log for some type of kills. Improved the logic for fading out crosshairs and UI when aiming down sights. Fixed English spelling error for magnification. Kit rank progress bar now becomes invisible once you reach max rank. Vehicle selection is now disabled while the preround countdown is running in order to provide a more fair selection process for vehicles. Increased the time for re-selecting invalid deploy points from 3 to 10 seconds to avoid 100% automatic reselection when squad members are under fire. Fixed issue where amount of warbonds could overlap UI container. Fixed issue where XP boost could overlap UI container. Fixed an issue where players would join an Operation when it had progressed too far, almost at the end. Improved performance in the menu system. Tweaked design of friends list. Player will now track first medal by default. RSP server information will now display owner of server. Now sorts regular servers below RSP servers in the server browser. Added server information in ...-menu. Fixed a bug where joining server animation started twice when joining server. Fixed a bug where the user remained in hang after failing to join a server. Fixed a bug where the tracked medal was not highlighted. Fixed a bug where players were unable to see the highlighted text in end of round. Fixed a bug where players were prompted with "Matchmaking failed" when switching between Quickmatch modes. Fixed a bug where the party hub did not update party members. Fixed a bug where stats required reentering the weapons page to update. Fixed a bug where players were unable to invite to party from comcenter after booting the title via party game invite with a 6+ people party. Fix animation issue on personalized recommendation cards. Fixed a bug where personalized recommendation cards would not fade. Fixed a bug where the context menu was misaligned when the user clicked on it for the first time. Fixed a bug where the highlight was broken after the user selected a vehicle with service star in the vehicle tab. Fixed a bug where players were left in hang when dismissing the "Matchmaking Failed" while the "you have no scraps" prompt was active in loading screen. Fixed a bug where players could scroll using "R" in the comcenter on console. Fixed a bug where the end of round countdown stopped when quickly navigating through the tabs. Fixed a bug where the mouse scroll did not work in list of recommendation cards. Fixed a bug where content moved around in the menu when players were spamming down on the d-pad. Fixed a bug where players entered an unplayable state when attempting to join a game session via the Xbox friend's tab. Fixed a bug where it was not possible to inspect skins in the Inventory. Fixed a bug where Standard Battlepack real-money price sometimes did not show up. Fixed 7 UI related crash bugs. Fixed several localization issues. MAP ADJUSTMENTS Fixed an issue with floating debris after destroying a table. Fixed an issue where players could get stuck in a table. Player will no longer clip through the visual mesh of windmill interiors. Grenades and dynamite will no longer fall through the floor of the windmill balcony. Removed flickering effect on tall wooden fences. Destruction fixed between tall wooden fence parts. Fixed Conquest spawn locations on Suez. Moved one up so player no longer spawns underground, moved another out of a tree. Fixed issue where underwater sounds could get stuck on land. Fixed issue where the player could move on top of the map on Argonne Forest. Fixed issue where Hint Line for train did not disappear after performing indicated action or even leaving the behemoth on Conquest, Suez. WEAPONS Side gun meshes weren't rendering for 3p spectators depending on which weapon was used and if that particular seat was spectated. Fixed an issue with the "Tankghewehr 1918" Elite weapon replenished ammo after picking up any dropped weapon kit. Bayonet charge kills should now properly award service stars. Fixed illogical behavior when using K Bullets with the Martini-Henry. Tweaked post reload delays to better match animations on the following weapons: Cei-Rigotti 0.4 to 0.6 s. Mondragon 0.5 to 0.5667 s. Selbstlader 1906 0.8 to 1.0667 s. Bodeo 1.1 to 1.0 s. Bulldog 1.0 to 1.1 s. Increased long reload time of Autoloading 8 .25 Extended from 2.9 to 3.066 s. Improved Selbstlader 1906 aimed accuracy, reduced recoil and decreased spread. Increased horizontal recoil by 14.3%: Automatico Trench Hellriegel Factory M1909 Storm Madsen Storm MG15 Storm BAR Storm Increased horizontal recoil of Lewis Optical and M1909 Optical by 10% when ADS. Reduced horizontal recoil of some self-loading rifles: Autoloading 8 0.6 to 0.4. Cei-Rigotti 0.64 to 0.56. M1907 SL 0.84 to 0.7. Upped recoil decrease of "Low Weight" SLRs from 6 to 7. Increased damage of the Martini-Henry between 30 and 80 meters slightly. Reduced the damage of impact grenades from 80 to 72" Tweaked the damage behavior of the 12 g Automatic shotgun to balance all variants better against each other: Extended: Increased pellet cone from 1.6 to 1.8 degrees. Should now two hit kill a healthy target up to about 18 meters. Backbored: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 19 meters. Hunter: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 21 meters. All: Moved out damage dropoff by 1 m and added damage curves. Model 10-A Slug changes: Reduced aimed dispersion from 0.3 to 0.24 when stationary and from 0.50 to 0.48 when moving. Increased muzzle velocity from 380 to 420. Reduced damage against gut, arms and legs. Added ability to kill a healthy target with shots to the gut or upper arms within 8 meters. Increased lethal range from chest shots from 10 to 11 meters. Evened out recoil direction. Increased No.3 Revolver rate of fire in ADS from 119 to 138. Added missing tiered reloading to flash flares. Fixed Selbstlader 1906 and GasserM1870 last round fired animations for accuracy. Fixed Gasser round-in-cylinder rotation during reload loop. Fixed slide travel on several automatic pistols during fires and reloads. Fixed hammer position of Mars pistol during reload. Fix of Auto Revolver reload interrupt tiers and speedloader visibility. Removed visual recoil from ADS fire anims on Mle 1903, Pieper Carbine, 1903 Experimental. Fixed issue with tiered reloading in the Mle 1903. Corrected Frommer Stop Auto magazine capacity from 14+1 to 15+1. Corrected errors in moving dispersion for crouched hipfire on shotguns. Retune of Revolver No 3 reload audio to match new animation. Added hammer cocking to ADS firing animation. Retune of Luger1906 Reload Audio to match new animation. Automatico M1918 sometimes showed the wrong name (it was called Modello 1918 in a few places). The Tankgewehr now resupplies 4 rounds at once. Made damage of the Russian 1895 Trench and Horse drop slower to give them a slightly better 2 hit kill range. Retuned audio on Gasser reload to match new animation. Added hammer cock/decock to Deploy and Undeploy to match animation. SPECTATOR Fixed an issue in Spectator where a 1P overlay appears for spectators viewing players in fortress guns in 3P or when spectating the artillery truck driver in 3P while the driver zooms. New button added in Spectator mode to view the gamer card of a spectated player. Added button labels to the view modes in Spectator mode for PS4/Xbox One. Bayonet recharged sound could trigger from any soldier on spectator clients. This should now only occur for spectated soldiers. Added extra check for "not team neutral" to gate announcer VO when in Spectator mode Freecam or Tabletop views. Added gates to Impaired Hearing Mixer, Low Health Mixer, Gas Supression Mixer to not activate for spectators in freecam/tabletop view. Added extra checks for Low Health and Gas Supression SFX/mixers to start if spectator enters player view while SFX/mixers should be active. Possession announcer VO will now not play for freecam and tabletop spectators. Fixes Pre-EOR music not activating for spectators (all game-modes). Gated "Lost Objective" VO to not play for spectators in Conquest/Operation/Domination. Fixed corrupted VFX when players shoot the Flare Gun in all camera modes. Fix for parts of the train disappearing while spectating a player in the train in 3rd person or director. Fixed the Spectator boundaries to be the same as the plane boundaries on Giant's Shadow. Fixed a spectator bug with the behemoth icon staying at the center of the screen if you exit player view mode before it is moved to the final position at the top of the screen. Fixed an issue where the option "show player outlines"/Squad Pin stopped working when switching through players. Fixed an issue where the player could not select the numbered freecam they were just on from a drop camera. Fixed a bug where Battlepacks and Medals were present in loading screen when joining as Spectator. Fixed a bug where players did not receive the option to join friend as spectator on consoles from comcenter. GAMEPLAY Improved cavalry victim experience. You should no longer get killed by cavalry using a saber from multiple meters away. Fixed errors where Elite Kits had unintentionally high health regeneration delays and carried too many grenades. Increased the threshold for suppression effects to prevent suppression from occurring too early. Reduced gas duration from 22 to 15 seconds. Tweaked suppression effects and low health visuals. Fixed VO issue in Rush when defenders have interacted with telegraph to send enemies coordinates. CONTROLS We now support two flight stick devices, and have, with cooperation from our partners at Logitech, added support for additional flight sticks. Players can now use independent flight stick and throttles. Fixed PC custom keybindings not properly remapping for Behemoths. NETCODE Reduce maximum displacement of high ping players when missing updates. Fixed huge extrapolation times for good connections after frame spikes. CUSTOM GAME Added custom game setting to toggle Behemoth. Added custom game setting to toggle Squad Leader Only Spawn. I still see a lot of shit missing that needs to be updated. LIKE RSP and 6 player start. Someone test it out and post results here.
-
BF1 They Shall Not Pass & Base Game Update Rolling Out March 14th
We are pleased to announce that the Battlefield 1 They Shall Not Pass expansion pack and Base Game Update will start rolling out tomorrow. While access to They Shall Not Pass content will be limited to Premium Pass owners for their 2-week Early Access, the download is required for all Battlefield 1 players. The Update will be automatically deployed to your platform on Tuesday, March 14th across all platforms with the following downtimes: PC: Multiplayer will be offline for 2h starting 08.00 UTC / 1.00 AM PST. PS4: Multiplayer will be offline for 2h starting 10.00 UTC / 3.00 AM PST. Xbox One: Multiplayer will be offline for 2h starting 12.00 UTC / 5.00 AM PST. Update notes will be posted here once the Base Game Update is live. Be sure to check back once maintenance is complete. Thank you for your patience and see you on the battlefield! The teams at EA/DICE
-
New suez layout on CTE
again, shaking it up again.
-
Gaming Stats
BF1942 No Stats Available June 28, 2002 BF Vietnam No Stats Available March 14, 2004 Star Wars Battlefront No Stats Available September 21, 2004 Star Wars Battlefront 2 No Stats Available October 31, 2005 BF2 http://spieler-daten.de/bf2_stats/axlerod June 21, 2005 BF2142 http://2142-stats.com/Axlerod+stats.html October 17, 2006 BFBC2 http://bfbcs.com/stats_pc/axlerod March 2, 2010 MOH http://mohstats.com/stats_pc/Axlerod October 12, 2010 BF3 http://bf3stats.com/stats_pc/axlerod4213#pc October 25, 2011 BF4 http://bf4stats.com/pc/Axlerod1 October 29, 2013 BF1 http://bf1stats.com/pc/Axlerod1 October 21, 2016
-
The-Armory.net [TAC] Large Conquest | No Rules!
We need to get a night where all of us with the game get on and get into the server to get it going.