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I KNOW THAT BITCH FnWife!!! Those are the assholes that banned me for shooting them off the roof at D on Lumphini Gardens, remember Gator!? They banned me for hacking too.

 

Edit: Ok so this looks a bit confusing so allow me to clarify. FnWife is from another clan. I'm looking for their server so I can link it here. They also have a website where I tried to argue my case and they basically told me to go fuck myself.

 

Server: http://battlelog.battlefield.com/bf4/servers/show/pc/ec395296-4b38-41ad-93ea-dc2f03efc1c2/NEC-Conquest-Hardcore-Fast-Vehicle-Spawn-No-Hackers/

 

Website: http://www.nukeclan.com/

I KNOW THAT BITCH FnWife!!! Those are the assholes that banned me for shooting them off the roof at D on Lumphini Gardens, remember Gator!? They banned me for hacking too.

 

Edit: Ok so this looks a bit confusing so allow me to clarify. FnWife is from another clan. I'm looking for their server so I can link it here. They also have a website where I tried to argue my case and they basically told me to go fuck myself.

 

Server: http://battlelog.battlefield.com/bf4/servers/show/pc/ec395296-4b38-41ad-93ea-dc2f03efc1c2/NEC-Conquest-Hardcore-Fast-Vehicle-Spawn-No-Hackers/

 

Website: http://www.nukeclan.com/

Well, I feel fuckin' stupid. Wrong server...

 

Thanks for the clarification gents.

THE NIGHT MAPS PROJECT

 

Goal

 

Find and create night versions of existing maps where we emphazise sneaky tactics and use of equipment fitting the theme. We are not only looking to alter the way the map looks, but how it is played on a fundamental level through both lighting, gadgets and spotting. We will also look to further the storyline of the original map through this alternate version.

 

Map Selection process

 

Our first test map was Pearl Market for the CTEFun Halloween event. This map was chosen due to its many indoor and outdoor man-made lighting structures. All these lighting structures were edited, adding destruction so any area could become dark simply by shooting out the lights. With street lamps, neon signs, Chinese lanterns and physical interior lights, this map still remains one of the best choices for a night time in our opinion.

 

As the Pearl Market Halloween version was a modification to the original map however, we had to find the best solution to be able to keep the daytime version intact. We figured out the best way to re-use without doubling the work, and set out to find the first map candidate.

 

Initially, we started looking for similar other maps, with similar qualities. Immediately we identified Siege of Shanghai as another good, urban environment for nighttime play. For navigation, there are enough man-made lighting structures and the main building can still be seen from most places in the map.

 

The night version of Siege will be our first map to get the "night" treatment.

 

Extending the theme

 

In the process of figuring out what map to start with, and what techniques to use - we started to realize that just making a night version might be cool and all - but what if we took it a step further? Looking at the original Siege storyline, we figured that this night version takes place prior to the actual Siege of Shanghai - the pre-siege basically. No levolution, no air vehicles and no roof access is our initial plan for this Pre-siege. We have lots of good ideas on how we can make this version truly unique - both look and play differently. There will be more details around this specifically as we push more updates through to the CTE.

 

Equipment Challenges

 

There is a lot of equipment in Battlefield 4. Some of these are seeing little use. We think it makes perfect sense to make night map play about utilizing FLIR/IRNV, flashlights and flares as tactical game altering gadgets. This is by no means finished yet, but you get an idea of where we want to take this going forward.

 

Spotting

 

One of the key problems seen in internal playtests revolved around how easy it is to spam 3d-spotting at night, which fully negates the whole ordeal. Our plans here are similar to those of the main game - we want to look at how accurate spotting is at distance AND have a much lower max distance when playing at night.

  • 2 weeks later...
thanks for the info.  i went to battlefield last nite from not playing in 3 weeks.  much prettier but same tired maps/game modes..
  • 3 weeks later...

What's CTE?

A test developed by researchers at UCLA could use a routine PET scan to check players for evidence of chronic traumatic encephalopathy, a degenerative neurological disease that has been linked to repeated head trauma and until now could only be diagnosed posthumously.

 

Haha J/K :p

 

Seriously. It is a Community Test Environment. For those who already own the game

 

http://www.pcgamer.com/battlefield-hardline-getting-community-test-environment/

Battlefield community test

 

Battlefield Hardline is getting a Community Test Environment next month

 

Battlefield Hardline’s first major patch went live yesterday, fixing and tweaking all manner of things from battlepacks to the UI, and it was accompanied by the announcement that Hardline will get a Community Test Environment, like Battlefield 4, next month. 

“Although it’s separate from the Battlefield 4 CTE, the Battlefield Hardline CTE will serve the same purpose,” reads the announcement. “Members will be able to help us test gameplay fixes, balance tuning, and upcoming content before it gets into the game.”

 

When the CTE launches next month, one of the first things that testers will be able to check out one of the new maps for Criminal Activity. Visceral will announce how you can sign up for the CTE soon. 

 

Take a gander at the next page for the 1.02 patch notes. MORE HERE

 

  • 1 month later...

There are a few reasons why this game isn't doing well:

 

  • Developers have not really listened to the players.
  • It's cops and robbers not battlefield really.  You have games like GTA they can easily fulfill Hardline's spot.
  • The game is really a reskin of BF4 no matter how much they deny it.
  • If you follow all the games that aren't developed by DICE ie MoH for example they just don't seem to last although MoH did last fairly long.
  • Hardline is extremely unbalanced in just about everything.
  • The Hotwire game mode although new and cool is heavily unbalanced.
  • The spawn system quite frankly is retarded.

These are everything that my friends have told me that have played the game.  So in other words Matimio is right weapon balance, mode balancing, and spawning are really hurting the game.  Just my opinion really I didn't get it because it just didn't seem like BF to me.

many of you remember, we ended last year with a poll in which we asked you, the community, which maps you would prefer to be remade in Battlefield 4.

 

We never previously talked about the results of that poll, but that changes today!

 

Before we published the poll, we had a hunch a majority of you would want us to remake Battlefield 3 maps – which proved to be correct looking at the results:

 

Open Classic Map Poll Results

 

The results of this poll was invaluable, but not the only parameter we considered our pick…

 

PICKING A CLASSIC MAP

With the Community Map Project catering to the wills of the majority (which tend to like predominately infantry based play) - we wanted to make sure the classic map project would cater to our equally important veteran & vehicle-players!

 

The team looking at vote results from both the Community map and the Classic map polls.

 

With this in mind, this is how we made our pick:

 

  • A map not re-imagined before
    We removed previously re-imagined maps like Strike at Karkand and Wake Island in favor for something fresh.
  • A truly classic map
    We filtered out maps from Battlefield 3, Bad Company 2 and Bad Company 2: Vietnam respectively as we wanted to step further back in our catalog than that to reach the really classic content
  • A large vehicle based map
    When we think “classic Battlefield”  - we think lots of vehicles, which meant skipping some Battlefield maps like Omaha Beach, Berlin and Mashtuur City based on size and vehicle density.
  • Most importantly – Dev-Team weigh in
    The final pick was also heavily influenced by which maps on the list we could truly take to the next level both visually and gameplay-wise, and which would be lots of fun to make and play of course!

Taking all this in consideration we picked Dragon Valley! (from Battlefield 2)

 

http://eaassets-a.akamaihd.net/battlelogdev/prodcte/61d099d23fe104fe673091d470c96970/en_US/blog/cte/files/2015/06/dragonvalleyvista11-618x331.png?v=1435006733.46

This is what Dragon Valley looked like in Battlefield 2 back in the day

 

 RE-IMAGINING GAMEPLAY

We spent some time playing all the maps at the top of the poll results to get refreshed on just how these maps felt in-game as well as what they looked like.

 

We were not only looking to just re-imagine the maps visually – we also would like the gameplay of the map to be similar to the old version. You should get that same feel for the game as you did back then.

 

One issue with our Dragon Valley pick was Battlefield 2’s really limited draw distance & fog, which enabled players to sneak around and get that “classic” conquest flag cap rotation in a relatively narrow map. This posed some problems to us as our draw distance in Battlefield 4 more or less covers the full map.

 

We were able to address this through the use of more foliage, a cloud layer and a taller, more fitting terrain.

 

http://eaassets-a.akamaihd.net/battlelogdev/prodcte/61d099d23fe104fe673091d470c96970/en_US/blog/cte/files/2015/06/newscontent_valley1-618x331.png?v=1435006733.46

This is what our re-imagined Dragon Valley Prototype looks like currently!

 

Another important aspect of gameplay in the original was repairable bridges – something we are very happy to be able to include in the re-imagined map as well!

 

http://eaassets-a.akamaihd.net/battlelogdev/prodcte/61d099d23fe104fe673091d470c96970/en_US/blog/cte/files/2015/06/newscontent_valleybridge1-618x331.png?v=1435006733.46

You can destroy and repair bridges like in the original!

 

CTE PROTOTYPE RELEASE – LIMITED TIME!

Today our Dragon Valley prototype will be made playable on the CTE in Conquest Large!

 

The plan is to get feedback on this prototype for a limited time and then get back to the Community Map Project.

 

As we want to focus your feedback on our classic map for the coming two weeks, we will switch the Community Map Project servers OFF during this period.

 

After these two weeks of feedback and testing on the CTE – we will go back to focusing on the Community Map Project again!

 

RELEASE NOTES

This is the changes added in this release:

 

  • Classic Map Prototype playable
    Conquest Large available for initial feedback.
  • Classic Map Known issues
    RU vs US – will be swapped to CH vs US at later stage
    Using LOW settings will result in crash (run out of memory) – also applies if you have too little GPU memory on MED/HIGH
    Some objects have incorrect destruction settings and are destructible by rifle fire
    Night map lights on vehicles are on still (these will be removed)
    UI for repairing bridges does not show up yet (it supposed to show the vehicle repair UI when close by with a repair tool)
    Since Dragon Valley has more flags than any BF4 map to date, the UI ontop of the minimap is not displaying this correctly – and overflowing the box
  • Weapon updates
    Removed “onCollision” explosion logic. Reduced time to live from 10 seconds to 1.5 seconds. This prevents players from throwing flashbangs off of tall rooftops at enemies. Reduced friendly flash duration to 0.6s. Reduced effective angle to 145°.
    Stat and balancing fixes for weapons and vehicles – Symthic.com will be the best place to get details on this change!
    Adjust Mare’s Leg stats. Increases minimum spread to .2. Adding a heavy barrel that reduces minimum spread to .1.
    Fix to remove extended barrel when using Heavy Barrel on PDWs.  Affects MX4, P90, UMP45, and UMP9.
    Fix for lock-on missile turning radius.  Brought the radius tighter to prevent it from spinning around target.  Was 3600 max angle, now 360.
    Reintroducing AN94 bipod.  It will be unlocked by default.
    Tracer polish. Lowered brightness, thickness and length.
  • High Tickrate Changes
    Added vehicle joystick sensitivity slider in the options.
    Did a pass on the vehicle joystick curves to exclude the extra dead zone
    Fixed the Venom helicopter gunner turrets to properly use the player current zoom toggle mode
    Updated the network connection HUD icons (new graphics), tweaked the high tickrate icon on the loading screen.
    Vehicle turrets retune, please retest the turrets now and let us know if any turrets are not appropriately moving as you’d expect!
    Added the final network connection icon: Latency Variation warning & severe.
  • Team Balancer Changes
    Now correctly reports CN for China, RU for Russia and US for United States team swaps.
  • Zavod Graveyard Shift Updates
    Fixing a couple more lights for destruction that was missing
    Made a non-destructible light for under the grate in tunnel for better visibility
    Made non-destructible lights for GEN3 version of bunker/base (flag A)
    Rebaked with new lights (because they now use radiosity)
    Adjusted fog
    Rotated trees to be more random
    Checked interior fog and adjusted where needed
    Toned down minimap color
    Worked in lights for minimap
    Tweaked lighting in general
    Fixed a floating light (levelution related)
    Helicopters now have interior lights for the cockpit

  • 2 months later...

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