Jump to content
Sign in to follow this  

Game Updates (PC) BF4

Recommended Posts


In the November 14 PC game update, we fixed a number of issues that we have been seeing in the game. The main focus in this update is on crash fixes, and you can find a detailed list of the fixes below. We will continue our efforts to eliminate issues we find in the game, so stay tuned for more updates. Let us know how this update works for you.


-Fixed a crash that would occur randomly during gameplay.

-Fixed a crash that would occur when an object is destroyed.

-Every time that a player exited a vehicle, there was a small chance that the server would crash. This has been fixed.

-Fixed an occasional crash during SP gameplay.

-Fixed a crash that would occur during level loading.

-Sometimes the game would attempt to load a model at the same time as it was being thrown out of memory. This has been fixed.

-Sometimes the game would crash after removing old bullet holes/scratch marks in the world. This has been fixed.

-Sometimes when a player or enemy was sitting in the jeep gunner entry and got killed, his body would rest on the vehicle in such a way that the physics simulation would require lots of CPU usage. This has been solved.

-Fixed a crash occurring on Flood Zone when playing Conquest Large.

-Fixed a common crash relating to surface shaders.

-Fixed a crash on Test Range that could occur when using sniper rifles.

-Fixed a common crash that occurred during map transition.

-Fixed a crash that occurred when bringing up Battlescreen in-game on the Test Range.

-Fixed a memory allocation bug that could lead to crashing.

-Fixed a single player crash that could sometimes occur when being killed by AI enemies.

-Fixed an issue where the game would get stuck in infinite loading if you got disconnected while trying to access online content.

-Fixed an issue in single player in the South China Sea mission where the game would crash when idle for more than 60 minutes.

-Fixed an issue where the game would get stuck in infinite loading if you used Win+L to lock your PC during loading.


Eliminated a network sync bug

If you’ve been experiencing situations in multiplayer where it appears that you are taking damage from enemies through walls, you might have been the victim of a network sync bug. In this game update, we have identified and eliminated one such bug that caused this type of gameplay experience. We are continuing to work on more multiplayer optimizations concerning network performance.

Improved Network Smoothing:

We have made some improvements to the ”Network Smoothing” functionality that you can find in the OPTIONS>GAMEPLAY menu. The Network Smoothing slider governs a group of settings that aim to produce a tighter multiplayer experience based on your specific packet loss situation.

Removed network lag:

In certain specific situations, network lag would be introduced when interacting with objects in the game. This has been experienced by some players during melee combat, when climbing ladders, and when operating stationary weapons. The cause for these specific network lag situations has been solved.


-Removed the scout helicopter at the final base for the defenders in Rush mode on Siege of Shanghai

-Adjusted a Conquest flag position on Zavod 311 that was obstructing vehicles.

-At Hainan Resort in Rush mode, defenders were given too much armor at the first base. We have removed the defender IFV at the first base, added an attacker IFV at the first base, and increased the spawn delay on the defender IFV at the third base.

-Fixed so that there is 1 revive per round Defuse, as opposed to 1 per set.

-Removed all previously placed C4 and mines after a round of Defuse to eliminate the possibility to affect the next round.


-Fixed a minor graphical error on Operation Locker.

-Fixed an issue where the in-game Battlelog would get distorted when a Commander launched an EMP attack.

-Fixed a floating container on Golmud Railway near flag C in Domination.

-Fixed an issue with the minimap in Rush mode.

-Fixed an issue in Obliteration mode where the red light flash and beep sound was not played when the bomb carrier was moving.

-Fixed an issue in Defuse where the bomb model sometimes did not display on the bomb carrier.

-Fixed minor graphical alignment issues in the Spectator Mode camera layout.

-Fixed an issue in Spectator Mode where the spectator's view incorrectly would get distorted during an EMP deployment from a Commander.


-Fixed a bug that occasionally killed all sounds on the server if you fired the QBU-88 with an attached silencer.

-Fixed the issue where pressing B would bring up the console.

-Fixed an issue where the EMP effect lasted for too long on soldiers.

-Fixed an issue with an area you couldn't traverse near one of the M-COM stations in Rush mode on Siege of Shanghai.

-Fixed an issue relating to player skill levels. -Fixed an issue in Obliteration mode where the bomb would temporarily be placed in the sky after the bomb carrier was killed when swimming or in a water-based vehicle.

-Fixed an occasional jitter in the kill camera.

-Fixed so that Russian special characters are displayed properly in the chat window.

-Fixed so that the System Performance Test option is working as expected.

-Fixed a bug where a rank-up message would loop in-game

-Moved a machine gun position on Lancang Dam that was placed on top of a building that can collapse.

-Added sound when navigating the scoreboard in the End of Round screen.

-Fixed a broken ladder in Siege of Shanghai.

-Adjusted vehicle spawn locations on Dawnbreaker in Conquest mode to alleviate traffic jam.

-Fixed a flickering-issue on Siege of Shanghai when using NVidia drivers 331.52.

-Fixed a bug on Golmud Railway where a destroyed house at flag A would block gunfire.

-Fixed a Ticket count issue in Rush mode.

-Commanders can no longer erroneously try to get match-made into a game of Domination.

-If the user restarts checkpoint during the End Scene , he will receive an old objective along with the credits.

-Fixed a destruction issue on Flood Zone.

-Fixed a Rhib boat issue in one of the single player missions.

-Fixed an issue where players would respawn after getting killed and have no main weapon available.

-Fixed so you won't see the emblem of a user that you have blocked.

-Fixed an issue where you couldn't smash through the railings with a quad bike on the Dawnbreaker map.

-Added clickable buttons to the in-game Battlelog.

-Fixed a bug in single player where the player is killed if he climbs after Irish too fast up the ladder in one of the missions.

-Various other minor issues.

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

The upcoming PC game update will launch December 3, to coincide with the launch of the expansion pack Battlefield 4 China Rising for Premium members on all platforms.

Dec 3 PC Game Update Notes:

-Removed the blur effect on soldiers that appeared when Commanders were using EMP attacks

-Fixed the audio bug where audio sometimes randomly dropped out while playing on certain multiplayer maps (typically Golmud Railway and Hainan Resort)

-Fixed the "one-hit kill bug" where occasionally damage from a single bullet was applied multiple times

-Fixed a common crash that would occur when exiting from the Single Player Campaign to Main Menu

-Tweaked the network and computer performance screen to show proper values. Players can now test their computer and network connection and get recommendations if they need to adjust something to improve their gameplay experience

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

Dec 9 PC Game Update Notes:

Shot behind cover when changing stance

Sometimes the character stance could get into a multiple frame desync and be part of the problem where you got shot even though your character was actually behind cover. This would mostly affect players doing transitions into crouch and prone as well as moving when crouched. The impact was smaller in a standing stance. This bug fix eliminates this particular desync issue.

We have also increased the camera height when crouching and moving to more accurately reflect the actual height of your soldier in that stance (the first person camera was too low when crouching and moving, resulting in that you had a poor representation of how much of your soldier that was actually out of cover.)

-Fixed one of the most frequently occurring client crashes

-Fixed broken collision on containers with open doors. The bug previously made grenades bounce back even though the doors were open.

-Fixed a bug in Defuse mode where defenders could win the round by killing all the attackers without disarming the bomb, if the bomb was disarmed in the previous round.

-Miscellaneous stability fixes further reducing the number of client crashes

-Fixed side gunner jitter when aiming in attack boats & transport helicopters

-Fixed some instances of frame rate drops when shooting at large Levolution objects after they have been destroyed (like the radar dish on Rogue Transmission)

-Fixed broken aiming for passengers on the China Rising dirt bike

-Fixed a bug where the sound when capturing a flag was not playing correctly

-Removed a bug that would double save during MP round transition and SP level transition. This fix will reduce the occurrence of corrupted save files.

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

UPDATE: We have noticed that players who have SLI/CrossFire enabled on their graphics card may experience graphical flickering. Also, we're looking into the issue where the revive bar would get stuck on-screen in some instances. Both of these have our attention, and we're investigating them.

Dec 16 PC Game Update Notes:

-Fix for a crash that would cause the game to stall, resulting in a sound loop. This should eliminate most of the problems relating to this.

-Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for “roadkilling” opponents.

-Fixed one of the issues related to the so-called “Netcode” (see below for details).

-Fix for an issue where 4x the damage from a vehicle's minigun would be applied to the chest when a player had the Defense specialization equipped.

-Fix for player tags not always showing when needed to, resulting in players shooting team members.

-Fix for graphical flickering appearing on terrain.

-Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.

-Fix for a Defuse bug where none of the teams would win a round by letting the timer run out.

-Fix for players getting stuck in the revive screen after being killed.

-Fix for players getting stuck in the kill camera after being revived.

-Fix for the game mode specific ribbons being counted twice in the multiplayer progression.

-Made NVidia 331.82 or later driver versions mandatory for all players.

-Disabled DirectX 11.1 on NVidia cards that have outdated drivers.

-Fixed driver version not being properly detected on NVidia Optimus systems.

-Fixed a minor crash that could occur when bringing up the scoreboard.

“Netcode” improvement

We’ve addressed the so-called “Kill trading”. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server.

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

Dec 20 PC Game Update Notes:

-Fix for terrain flickering when using SLI/CrossFire setup

-Fix for three of the top crash issues on the PC platform

-Fix for case when soldier can die with 1 HP instead of 0

-Fix for the issue where the revive UI could be permanently shown after accepting a revive

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

Jan 13 PC Game Update Notes:

-Various fixes for improving general stability

-Fixed a memory leak issue occurring after level shutdowns, which could result in a out-of-memory crash in longer play sessions

-Additional fix for the "sound loop" deadlock when running High/Ultra graphics settings

-Added a warning for using Legacy AMD drivers that were out of date

-Fixed a player feedback timing issue where blood was appearing before other damage indicators, and before damage was actually done

-Fixed a bug where players’ rank icons on the scoreboard would not be updated

-Fix for Asian users unable to start Battlefield 3 and Battlefield 4 on Windows 8.1

-Normalized repair rates across all vehicles.

-Fixed problem with killer health in kill card not being correctly updated (showing 100% health even though the soldier was hurt)

-Fix for friendly marker not always showing when needed to, resulting in players shooting team members

-Fixed a bug where a Main Battle Tank Coaxial HMG ammo box was occasionally blocking the driver’s camera

-Increased damage by 25% for the Stealth Jet 20mm cannons.

-Stealth Jets now have more similar handling attributes to each other. F35 & J-20 are slightly more agile, Su-50 is less agile.

-Attack Jets now have more similar handling attributes to each other, and all 3 are now slightly less agile than earlier

-Fixed camera glitch when switching weapons while moving in crouch

-Fixed an occasional bug where players could experience intermittent engine sound dropouts when driving wheeled IFVs

-Fix for player spawning under the map when deploying on Lancang Dam

-Fixed flickering in map and minimap on Rogue Transmission and Operation Locker

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

Game Update, Balancing, and Multiplayer Experience

Upcoming Game Update

We are aiming to get a new update live for all platforms at the end of January/beginning of February (timing might change.) This update will include a number of stability improvements, tweaks, and fixes. We will get back to you with the change notes as the update goes live.

Upcoming Gameplay Balancing

We are actively looking for your feedback on a couple of core gameplay balancing items. Head to this Battlefield Blog post [blogs.battlefield.com] to make your voice heard. In the upcoming weeks, we will also share a large number of balancing tweaks that we are making to Battlefield 4 in future updates, including changes to DMR performance, anti-air, and more.

BF4 Multiplayer Experience

We are looking to improve a number of items to further enhance the overall multiplayer experience. We will share more details on this in February. In the meantime, thanks for your feedback on items that you have helped us identify.

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

Jan 30 PC Game Update Notes:

Mantle Support:

The new Mantle renderer has been added in Battlefield 4. Most players can expect a performance increase by using this new low-level graphics API. Check out this news post [battlelog.battlefield.com] for the full details on Mantle, what the requirements are to run it, and how to enable it.

CPU/GPU performance and monitoring:

-Tweaked and improved CPU multi-core utilization to try and avoid stuttering and low framerate due to stalls that happened on some CPU and OS configurations.

-Users can now configure and control themselves how many CPU cores should be used in the game with the new “Thread.MaxProcessorCount” settings in User.cfg.

-“Render.DrawScreenInfo 1” now also shows information about which CPU and GPU is in the system, how many GPUs & CPU cores are used and which renderer (DirectX 11 or Mantle) is active

-Added new “PerfOverlay.FrameFileLogEnable” command that records frame times on CPU & GPU and logs out to a .csv file

-AMD Catalyst driver 13.12 (or later) is now recommended instead of 13.9

-Enabled tile-based compute shader lighting optimization on Nvidia for improved GPU performance (already active on AMD GPUs)

-Improved performance with rendering and spotlights for all GPUs, primarily in in-door environments

DMR Balance Tweaks:

-Increased the damage of all DMRs across all ranges. Specifically, damage has been increased at long ranges to allow three-hit kills against unarmored opponents. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. The amount of the damage increase varies from weapon to weapon, according to its intended range, rate of fire, and damage. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.

Other Items:

-Significantly reduced the duration of the black screen when spawning in, and fixed the issue with players getting killed before being in-game

-Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing

-Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot

-Fixed an issue in Squad Deathmatch where the “Win/Lose” text was overlapping

-Fixed an issue with players using an exploit for the SOFLAM

-Fixed an issue with players using an exploit for the MAV

-Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu

-Fixed an issue where chat would break when entering "false" or "true" in the chat window

-Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry

-Fixed the misaligned crosshairs on the T90 MBT

-Added setting to tweak joystick dead zone

-Various minor crash fixes

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

Feb 13 PC Game Update Notes:

-General stability improvements

-Fix for an issue where spawning into, or switching to, a gunner seat in an IFV/MBT sometimes could cause the game to crash

-Fix for missing sound in Team/Squad Deathmatch

-Fix for an issue in the Defuse game mode, where a bomb carrier would be permanently spotted

-Decreased the rate at which the kill card would incorrectly display 0 health, while the enemy was clearly alive

-Fix for an invisible wall that was incorrectly present in one of the fallen concrete pipes on Zavod 311

-Fix for an issue where bullet impact sounds weren’t properly matching the actual number of impacts

-Fix for an issue where the “Draw” message would not display on-screen once a Conquest round ended with both teams having the same amount of tickets

-Fix for an issue where long IDs wouldn’t scroll on dog tags

-Fix for missing grass physics in terrain


-Fix for a crash that would occur when activating full screen in portrait mode

-Fix for stuttering that could appear during video sequences on multi-GPU PCs

-Fix for a memory system leak that could cause stalls, which would result in frames taking longer to process

-Reduced the amount of stalls that occurred when running with high graphics setting that require more GPU memory than is currently available

-Fixed screenshots on multi-GPU PCs

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

Feb 25 PC Game update notes:

-Fix for the so called “sound loop crash” issue that caused the game to freeze

-Fix for an issue that sometimes prevented players from shooting while in the gunner position of a vehicle

-Fix for the headshot icon appearing incorrectly at non-headshot deaths, such as suicide or dying of an explosion

-General stability improvements


-General stability and performance improvements

-Fix for an issue that caused the sky/fog to be either too bright or too dark when Mantle was used

-Added on-screen video memory utilization statistics with “Render.DrawScreenInfo”

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

March 6 PC Game Update Notes:

-Several crash fixes and stability improvements

-Fixed an issue with data re-sending that was causing rubber banding on some servers

-Increased the maximum rank to 120

-Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early

-Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.

-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles

-Tweaked timing for how long the kill feed stays on screen

-Fixed an issue where the message "Joining Server" sometimes didn't appear when the user tried to join the server

-Added default player slots to server browser filters

-Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole

-Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising

-Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike

-Prevented players from interacting with an M-COM on Siege of Shanghai after it had been destroyed

-Fixed an issue where audio for disarming M-COMs could get stuck in an infinite loop

-Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort

-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots

-Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority

-Fixed an issue where Defuse could get stuck in an unplayable state between rounds

-Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed

-Fixed an issue with revive icon not being grayed out in-game on map and minimap, when the player died after getting revived in Defuse

-General improvements and bug fixes for the Battledash and Mission create screens

-Fixed a bug where red laser dots would get stuck on textures

-Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value

-Fixed a bug where the enemy health always displayed as full in the kill-cam

-Fixed an issue in Defuse so killed bomb carrier can’t plant a bomb in the next round without picking up a new bomb

-The MAV has been updated to prevent players from exploiting it

-Improved repair rates for vehicles with different base healths

-Tweaked volume balance and other ambiance parameters on the majority of base game and China Rising maps

-Improved the track vehicles wheel friction so vehicles don’t get stuck at relatively minor hills

-Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.

-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water


-Added a chat feature, allowing spectators to take part of the chat of the match they’re spectating

-Fix for the EMP/Proxy Attack effects being visible in Spectator Mode

-Removed the black screen that was visible when switching between cameras and players in Spectator Mode

-Removed squad colors in Spectator Mode, now only the red and blue team colors are visible

-Decreased the user interface clutter in Spectator Mode by removing health pack, ammo pack and revive icons

-Tweaked the 1st person view in Spectator Mode so that spectators now see exactly what players see and nothing else

-Added a functionality in Spectator Mode so that, when going into Freecam from 1st or 3rd person mode, the first static freecam will be moved to behind the previously spectated player

-Added the possibility in Spectator Mode to ‘fire’ at a player from Freecam to go into 1st person view of that player

-Spectators can now see which player on the scoreboard that carries the bomb in the Obliteration and Defuse game modes

NOTE: For in-depth details on all the balancing tweaks below, head to our "Balancing BF4" articles [blogs.battlefield.com].


-Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.

-Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.

-Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.

-Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied.


-Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.

-Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.

-Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.

-Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.

-Corrected a small error with the COMPACT 45 accuracy when crouched or prone.


-Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.

-Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.

-Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.

-The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.

-Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.

-The SRS bolt action time has been tweaked and the rate of fire has been lowered

-The GOL bolt action time has been tweaked

-The muzzle velocity for the MP7 has been reduced

-The MTAR21 muzzle velocity has been reduced

-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000

-Updated rate of fire for the RGP7 and NLAW


-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.

-Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.

-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.

-Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired.

-Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.

-Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.

-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.

-Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.

-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.

-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.

-Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

March 31 PC Game Update Notes:


-General stability improvements

-Fix for a crash that could occur when players were customizing vehicles.

-Fix for an issue in the Rush game mode where end-of-round screen would always indicate that there were 60 minutes left of the game.

-Fix for an issue where the splash damage for IFV shells, Helicopter rockets, and Mortar rounds was unable to destroy deployed equipment.

-Fix for an issue that could cause the quad bike to explode when it hit indestructible objects.

-Fix for an issue that would cause sniper rifles to display too much bloom when aiming in snowy conditions, especially the outside areas of Operation Locker.

-Fix for an issue where the ECM would sometimes fail to jam incoming missiles.

-Shortened the take-off distances for jets to match the length of the runways in Second Assault maps.

-Fix for going above ceiling exploits in Operation Metro.

-Fix for a new MAV riding exploit.

-Fix for kill camera jittering/strobing sometimes if colliding with other world objects or terrain.

-Fix for soldiers getting catapulted when walking on steep surfaces


-Fix for an issue where the kill camera would display the incorrect killer.

-Fix for an issue where the kill card won’t show up when playing on servers which have the kill camera turned off.

-Fixed an issue where other soldiers would appear to fire in the wrong direction when turning quickly.

-Fix for weapons firing twice, or not at all in some instances.

-Fix for an issue where explosions didn’t do any damage to infantry and vehicles that were outside of the combat area.

-Fix for an issue where late-joining players wouldn’t correctly experience Levolution events on Paracel Storm and Flood Zone.

-Fix for an issue that could cause packet loss.


-Added Gold Battlepacks as rewards for Class Service Stars, allowing players that have reached the max Rank to continue earning new Battlepacks.*


-Increased the damage of the normal buckshot against targets with Body Armor.

-Reduced the vertical recoil of the M4 and M16A4 to give these burst fire weapons a tighter burst accuracy in their mid- to long range role.

-Reduced the side-to-side and first shot recoil of the G36C. This weapon now has the lowest side-to-side recoil of the carbines, giving it a clear controllable low rate of fire role, especially when compared to the AK5C, Type-95B-1 and the AKU-12.

-Tweaked the detonation time of the 40mm LVG so it bounces less before going off. The maximum damage has however been reduced to 80 like the RGO.

-Reduced the number of how many 40mm HE and LVG rounds players can carry, from 4 to 3.

-Increased the time it takes to get new 40mm round from ammo boxes. The time is longer for HE and LVG grenades and shorter for utility grenades like SMK and FLASH.


-Increased the time it takes to get new RGO IMPACT, V40 MINI, M84 FLASHBANG and M18 SMOKE grenades from ammo boxes. Since the player now carries more of these grenades, the resupply delay needed to be longer to prevent grenade spamming.


-Significantly improved the suppression from mounted vehicle weapons, including miniguns, HMGs, LMGs, and all shells types for all armored vehicles.


-Further reduced the repair rate for the Scout Helicopters and the Transport Helicopters.

-Significantly increased the damage of Transport Helicopter miniguns.

-Changed the flight ceilings on Gulf of Oman, Caspian Border and Operation Firestorm to better match the height of the structures in those levels.

-Adjusted the damage of the 25mm and 30mm cannons for both Stealth Jets and Mobile AA to be equal in Damage Per Second to the 20mm default weapons. These weapons were clearly poorer choices in all circumstances, and their different rates of fire are intended to be the player's choice factor for these weapon systems.

-Increased the splash damage and the range at which the JDAM bombs can achieve max splash damage. The JDAM's power was not properly balanced with its difficulty to use. The JDAM remains a primarily anti-vehicle weapon, though this change will increase the effectiveness against all targets.

-Increased the accuracy and direct hit damage of the AC130 40mm cannons. 40mm cannons can now be used to fire pinpoint shots in 2-3 round bursts, enabling them to provide accurate fire on infantry and vehicle targets. Their velocity has also been marginally increased to aid their accuracy.

-Increased the splash damage and range of the AC130 25mm cannons. These cannons now do approximately 50% more damage, in a slightly increased area of impact. The increased damage as well as increased suppression effects will allow the 25mm cannon to fill its role as an area of effect weapon against infantry.


-Mantle now requires Catalyst 14.2 or later drivers.

-Fixed multiple crashes.

-Fixed memory leak when switching between windowed and full screen.

-Optimized memory management which can reduce amount of performance stalls when video memory is overcommitted.

-Improved performance when vsync is used.

-Fixed bug with offset mouse cursor when using full screen and horizontal windows taskbar.

-Multi-GPU: Added initial support for frame pacing for smoother frame rate in full screen mode, enabled by default. Can be disabled in console / User.cfg with “RenderDevice.FramePacingMethod 0”.

-Multi-GPU: Fixed black screen when starting on machine with multiple GPUs where the weakest GPU has the display attached to it.

-Multi-GPU: Fixed intermittent crash when switching between windowed and full screen mode when having multiple GPUs


-Fixed bug with borderless window not covering entire screen when starting up

*Temporarily disabled, as the team is working on addressing an issue related to it.

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

We've started rolling out a new Battlefield 4 update for PC. A short period of downtime is expected with this update.

All update details below.

June 03 PC Game Update Notes:

- Improved/reduced explosion induced camera shake

- Character collision improvements

- Fix to reduce object damage mismatch between client/server.

- Fix explosion packs not being able to be shot sometimes

- Improvements for client side packet loss

- Client crash fixes

- AMD Mantle multi-GPU improvements

- Carrier Assault game mode reports bug fix

- High Frequency Network update

-Added High frequency “bubble” updating player movement, stance, rotation, damage and projectiles at a separate rate on foot and in vehicles

-Added option to control client side update rate setting

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

July 8th PC Game Update Notes:


-Various bug fixes


-Fix for an issue where players were able to duplicate Battle Pickups by repeatedly picking up a kit

-Fix for an issue where field upgrades would stop working after one round when players had reached the max field upgrade level

-Fix for a crash that could occur when a player left a round

-Added a 15 seconds warm-up timer for all Official games

-Created a user interface for tweaking the joystick dead zone on PC because the lack of it was preventing some players to use their joysticks

-Fix for an issue that prevented players to issue squad order around capture points during the sandstorm on Gulf of Oman

-Option added for double tap forward to sprint (when on foot)


-Fix for an issue where the player would get a water splash effect on the screen after crashing an EOD/MAV/SUAV into the water

-Fix for an issue where Mantle users would receive a low frame rate when running the default Mantle multi-GPU settings


-Added a competitive Obliteration game mode


-Fix for an issue where server administrators couldn’t ban players that had clan tags


-Added total team experience points to the end of round screen for the Capture the Flag game mode

-Added user interface options for tweaking the ADS aiming sensitivity

-Fix for an issue where the kill card wasn’t displayed in some cases in Hardcore mode

-Dog tags are rearranged in the kill cards so the right one is not obstructed


-Fix for an issue where the flag would occasionally float in mid-air when players got out of vehicles while carrying the flag

-Removed the boost button press to turn off boost for vehicles, boost should be turned off by releasing the accelerator, this makes it consistent with soldier sprint and helps using vehicle boost easier (for joystick)

-Adjusted the PWC physics so it drives/controls more nicely in all water levels

-Option added for double tap forward to boost (when driving a vehicle)


-Fix for an issue where a weapon would flail wildly after a player would die

-Removed the 2nd set of shell that are visible in the speed loader when reloading the M412 revolver

-Fix for the Hawk Shotgun missing “pump action” animation in 3rd person while crouching

-Fix for RPG-7 rocket remaining visible in the launcher after the last shot is fired while zoomed in

-Fixed the bipod animations for MTAR-21

-Foregrip in 3rd person now has hand in the correct position on M416/M417

-Fix for a broken animation when switching to AWS as main weapon

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

Aug 5  PC Game Update Notes:

-Fix for a crash caused by players using team overrides on rented servers

-Fix for an issue where Battle Pickups couldn't be picked up by players

-Fix for an issue where players would spawn beneath the terrain

-Chain Link default time limit changed to 20 minutes

-Various backend related fixes

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

Aug 12  PC Game Update Notes:

Battlefield 4 is undergoing maintenance today and you may experience some multiplayer downtime. We apologize for any inconvenience. Change notes below:

-Fix for an issue where it was possible to spawn in game with gadgets from different classes.

-Fix for an issue where the team with the highest points sometimes won in CTF regardless of captures.

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

[ALL PLATFORMS] Game & Server Update Sep 30 Notes:

The following tweaks and bug fixes apply across all platforms. However, PlayStation 3 and PC has unique fixes that you can find on the bottom of the post.


• Fix for a crash that could occur when entering a vehicle or using a gadget.

• Improved soldier movement to closely match that of Battlefield 3 while still maintaining animation fidelity of Battlefield 4.

• Fix for an issue on the Siege of Shanghai where players could make themselves invincible near Flag A.

• Added pre-round ready state. The minimum player’s ready per team needed for the round to start is calculated from the team with less players.

• Crosshairs/Optics scale tweaked and visibility against light backgrounds improved.

• Helicopters and jets now affect trees and bushes which are set up to react to wind.

• Various collision fixes and other performance improvements have been made to Dragon’s Teeth maps.

• Uniform soldier aiming allows the use of procedural aim rate instead of the original preset numbers.

• Fix for elevators on Dawnbreaker being active on the Domination, Squad Deathmatch, Team Deathmatch and Defuse game modes.

• High latency indicator tweaked to give players a better idea of when they are experiencing lag.

• Fixed a rare issue where a second Commander would spawn over the already existing one in a certain scenario, resulting in 2 Commanders on the same team.

• Fixed the missing kill card issue for hardcore and anytime the killcam is off.

• Increased the Chain Link game mode round timer to 30 minutes. Ticket bleed rate has also been changed to be 40% slower.

• Fixed an issue where a player trying to join a full server would get an incorrect error.

• Added “Classic” Server presets.

• Increased the gunship cooldown for Commander to 60 seconds.

• Fixed an edge case where a Commander asset will never get "activated" for a team if the Commander is under a Proxy Attack.

• Fixed a crash related to the Riot Shield.

• The high frequency update is now on by default and cannot be turned off. It now also supports PlayStation 3/Xbox 360.

• Reduced the time it takes to display the incoming damage indicator.

• Fixed an issue where players joining Lancang Dam after the Levolution event didn’t hear the VO and alarm.

• Fixed issue where Battle Pickups would sometimes get dropped immediately after picking them up. Also fixed a problem where Battle Pickups can't be picked up when other soldiers are nearby.

• Made 100 tickets the default Rush ticket value.

• Fixed an issue where field upgrades would be lost when a player spawned into a vehicle.

• Tweaked smoke effects. Smoke is now bigger, has higher density and lasts longer.

• Fixed some materials that would react incorrectly to projectile collision.

• Fixed an issue where squads would get bigger than the supported maximum of 5 players.

• Fixed a bug where the Gamertag would not appear correctly in the emblem report screen.

• Updated player icon to show a shield variant when using the 10% health reduction perk (showing for enemy players only).

• Fixed an issue where players could get underneath the ship at Objective "E" on Paracel Storm

• Reduced head flinching on soldiers.

• Added functionality to be able to shoot when falling (not jumping).

• Fixed an exploit on Operation Locker.

• Fixed an exploit near the US base on Metro 2014.

• Fixed an issue on Dawnbreaker where players could get underneath the map.

• Fixed an issue where players could get under the map on Hainan Resort on the beach near the US base. Also fixed an issue where players could hide behind a wall and shoot at other players.

• Fixed an issue where the health/ammo boxes would block the line of sight for the defibrillators.

• Permanent fix for gadget exploit where a user could equip gadgets from different classes.

• Fixed an instance where unlocked China Rising or Second Assault assignments were being shown as if they were not unlocked and no progress had been done.

• Adjusted the red dot reticles for medium and long range sights for the Engineer Class primary weapons.

• Visual Recoil: Close range sights (except iron sights, IRNV and FLIR) and all Medium range sights have been changed to no longer be affected by animation AKA Visual Recoil. The removed random effect has nothing to do with real weapon recoil and doesn’t affect it.

• Vehicle hold or press button for boost option added.

• Added UI options for tweaking the ADS aiming sensitivity. The advanced options are now exposed in a separate advanced control options section.

• Fixed a Commander issue that could cause the cruise missile not to work properly if a flag received a neutral status while the missile was in the air.

• Fix for an issue where opposite teams would initially spawn too close to each other on Team Deathmatch, affecting all maps.

• Obliteration fix for an issue where the round would end while the bomb is armed due to the timer running out.

• Flashbang now dims the HUD when player gets affected by it.

• Fixed an issue on Capture the Flag game mode where the team with the highest number of points wins regardless of flag captures (points should only be counted on a draw).

• Fixed for an issue on Lumphini Garden on Conquest Large game mode where Capturing Flag B while the Commander is under a Proxy Attack will not give the infantry scan asset.

• Fixed an issue where players could get stuck in the customization menu while playing Defuse.

• Fixed LMG iron sights fires to reflect last few bullets visibility.


• When the carrier is opened up the parachute spawn will be available as before.

• When the first crate is destroyed the defender team is moved back into the boat but the attackers still will only be using the parachute spawn.


• General collision fixes.

• Glitches/Exploit fixes for high places.

• Added out of bounds for rooftops to support restricted areas and prevent exploits.


• Fixed an issue related to the chase camera that could cause a glitchy orientation when the camera was targeted straight up or down.

• Added new positions for 3P jet cameras.

• Added weapon reticle to the 3P jet camera.

• Added an option to turn on/off the rolling (along with the jet) for jet 3P cameras.

• Fixed an issue with the SU50 and F35 not properly playing bullet impact sounds when under fire.

• Jet guns visual recoil has been reduced to 30% of what it was before.

• Improved the “stall” behavior of jets when reaching max vehicle height.

• Fixed issues where attack jets’ cockpit geometry was clipping/obstructing the HUD


• Fixed an issue with inaccuracy on the RPG and XM-25 where if after shooting a player very quickly it switches to another weapon then switches back, then the dispersion is large until after the first shot.

• General weapon tweaks: Reduced suppression recoils. Removed recoil modifier for zoom. Made a 75% reduction in hip recoil.

• Muzzle Brake: Lowered the overall impact of this attach. Both its positives and negatives have been reduced.

• Heavy Barrel: Lowered the buff it gave to minimum moving spread, and moved some of that bonus into reduced spread increase. The Heavy Barrel should now be a good option for longer range tap firing.

• Lasers: Added a small buff to standing hip fire accuracy.

• Corrected spread increase values that were previously incorrect. (This primarily affects expansion pack weapons).

• Added missing bullpup modifier to SAR-21.

• Bullet velocity increases: Improved bullet velocity for Slugs and nearly all suppressed weapons. Selectively improved base velocity for weapons that were too slow for their intended range.

• Damage model: Many weapons have had their maximum and minimum damage adjusted slightly. It may take one extra bullet to kill at extremely close engagements and long range combat.

• Trigger Delay: Removed from all revolvers.

• Desert Eagle: Bullet velocity and minimum damage reduced.

• Adjustments have been done to slower rate of fire weapons to make them easier to use at longer ranges vs higher rate of fire weapons.

• Carbines and PDWs now have unique bullpup modifiers that give improved bonuses over the rifle counterpart.

• Ammo: Gave more ammo to the weapons that were short a mag compared to their counterparts.

• PDWs: Improved moving minimum spread.

• LMGs: Improved moving spread of mag fed LMGs vs their belt fed counterparts.

• DMRs: Audio when being shot at by a DMR has been improved.

• SKS and M39EMR no longer allow you to hold breath.

• Bullet velocities increased.

• Bolt Actions: Some bullet velocities increased. Gol Magnum rate of fire slightly reduced.

• SMAW: Slight increase to top speed and acceleration.

• MBT LAW: This underwent a big change based on community suggestion. You will need to aim slightly more accurately to engage the tracking. It is much harder to have it track a random vehicle between you and your target. It will no longer lock on targets behind cover. It has been slowed down slightly. It now begins tracking at 100m instead of 15, this gives the target slightly longer to react to the lock warning.

• SLAMs: Damage and blast radius reduced slightly. Three Slams will no longer take out a MBT on their own. The disabled MBT will need a single rocket to be finished off.


• All pistols: Removed randomization of iron sights fire animation on most pistols per CTE feedback.

• All automatic pistols: Shortened duration of slide animation during firing animations to prevent slide appearing to not cycle when firing quickly.

• Automatic rifles: Fixed missing trigger pull animations.

• Unica 6: Fixed hammer getting stuck on iron sights fire animation. Shortened reload threshold so magazine registers as full, faster.

• CS5: Fixed magazine going invisible if reload is interrupted. Fixed problem where bolt action animation wouldn’t play when firing near the end of the tactical reload animation.

• G36C: Fixed charging handle position during full/tactical reload.

• CZ-805: Fixed charging handle position during full/tactical reload.

• AWS: Enabled semi-automatic fire.

• XM25: Fixed fire animation; including reciprocating charging handle.

• Bulldog: Fixed problem with tiered reload.

• M60E4: Adjusted reload interrupt branches to match other LMGs; ammo box now stays mounted on interrupt.

• L96A1: Added missing interruptible reload branches.

• JNG90: Adjusted reload threshold to prevent bypassing re-chamber animation at the end of empty reload.

• SR338: Fixed bug where fire animation could be skipped by firing at a certain cadence. Raised reload threshold.

• L85A2: Adjusted foregrip position so Angled Grip attachment doesn’t clip through the trigger guard; fixed reload animation bug that could cause accessories to shift on the weapon during animation.

• RPK-74M: Reduced both reload times by .3 seconds to better match animation.

• HK45C: Removed hammer position mismatch between idle and ADS.

• ACW-R: Reduced time to register reload.

• QBU-88: Fixed clipping issue in deploy animation.

• SR2: Added reciprocating bolt fire animation.

• SR2: Fixed missing bolt on empty reload animation, fixed sprint pose clipping issue in water.

• 870: Fixed blending issue after zoom fire/pump action animation.

• M16A4: Fixed mismatched bipod pose, broken dust cover on model.

• RFB: Removed extra shell that moved when firing with a bipod and iron sights.

• MK 11 MOD 0: Opened dust cover to prevent jamming. Removed incorrect rotation during bipod fire animation.

• All DMRs, M82A3 Battle Pickups: Fixed bipod fire issue that skipped fire animation at higher rates of fire.

• M412 Rex, .44 Magnum: Adjusted fire animations for new trigger delay values, corrected trigger discipline while running.

• All belt-fed LMGs: Added “last few rounds” ammo visibility system to ADS fire animations.

• AWS: Fixed foregrip position to be on-rail in 1st person.


First grenade balance pass.


• Reduced initial capacity of RGO and v40 Minis by one.

• Reduced blast radius of RGO and v40 Minis requiring more accuracy for full damage.

• Increased the time it takes to refill explosives from ammo sources.

• These changes are an indirect buff to the Offensive and Grenadier specialization.

Detailed list:

• Reduced RGO capacity 2->1

• Reduced RGO inner blast radius 1.65->1

• Reduced v40 capacity 3->2

• Reduced v40 blast radius 7->6

• Reduced v40 inner blast radius 2.5->1

• Increased ammo bag pickup time for grenades:

Flashbang 5s->9s

RGO 7s->25s

v40 8s->13s

Handflare 1s->6s

M18 5s->9s

M34 8s->25s

M67 5s->25s

XM25 DART 1s->3.5s (5->4 rounds)

XM25 3.5s->6s (2->1 rounds)

40mm 3GL 8s->18s

40mm Smoke 2.5s->5s (matching flashbang now)

40mm LVG/HE 8s->9s


• Added advanced options for adjusting HUD icons.

• HUD icons transparency support.

• Aim down the sight (ADS) now causes auto transparency for HUD icons.

• Added a new option for whether tapping spot button should give attack/defense orders.

• Game mode bar on top of the mini map now also display objective squad order status.

• Fixed issue with having space between the mini map and the Team Deathmatch game mode info bar.

• Fixed the minimap world directions not showing in the Chinese version of the game.

• Added advanced gameplay options sliders to control the transparency of the HUD elements.

• Adjusted the red dot reticles for medium and long range sights for the Engineer Class primary weapons.

• Added an advanced gameplay option to change the size of the minimap

• Added an advanced gameplay option to make the minimap icons auto size along with the minimap scale

• Added an advanced gameplay option to set the default minimap scale


• Revive timer has been added. It will show timers on teammates so that the player can choose who to revive.

• Added a sound when defibrillators are 100% charged (giving the revived player 100% health back).

• Fix for an issue that could cause the HUD to disappear when the player brought up the game menu while in a revive state.

• Added initial implementation of revive timers for soldiers in man down state. It will now show timers on a teammate so that the player can choose who to revive.

• Fix for a bug when you were able to revive teammates by only rubbing the defibrillators.

• Fix for issue that would sometimes occur when two players on a team equipped defibrillators at the same time next to each other and are about to revive another team player, the player who is reviving gets no score and the other player gets score instead.


DICE <3 RUSH is an ongoing Battlefield 4 Community Test Initiative with the intent to improve Rush on base-game maps. This initial release includes new layouts and rule sets implemented on:

• Flood Zone

• Golmud Railway

• Hainan Resort

• Lancang Dam

• Operation Locker

• Paracel Storm

• Rogue Transmission

• Siege of Shanghai

• Zavod 311

Improvements to Dawnbreaker and further tweaks to the above maps will be looked at.

• Disabled Commander on the Rush game mode for all maps


• Reduced radar sweep on home bases to 40 meters.

• Bomb does not have to be planted in a sequence anymore.

• Reduced the time it takes to plant a bomb from 10 to 8 seconds.

• Raised Obliteration Bomb icon over the bomb carrier's head.

• Reduced the combat area on Operation Locker based on player feedback.

• Reduced the combat area on Golmund Railway and tweaked the spawn points.

• Fixed bomb out of bounds on Golmund Railway.

• Blocked pipe access to rooftops on Zavod 311.

• Reduced the combat area on Zavod 311.



• Fix for a game crash.

• Added FOV slider (option) for the chase cameras of all vehicles.

• Fix for an issue where Users where unable to rebind gadgets to slot 1.

• Fixed an issue where the chat log settings wouldn’t properly function after a player exited the game.

• Tweaked latency indicator.

• Better post-processing for medium graphics settings.

• Fix for when the text input form clears when switching between EOR camera and scoreboard. The text now remains in place regardless of the game actions.

• Added an option to turn off the jets auto throttle feature.


• Fix for a game crash

• Fix for a crash that could occur during the end of round screen.


• Fixed an issue where taking damage indicators (the red wedge) where pointing in the wrong direction.

• Lowered frame history time on all platforms to improve on ‘out of region’ player issues.

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

[ALL PLATFORMS] Game & Server Update Nov 18 Notes:

The following tweaks and fixes apply across all platforms. However, PlayStation 3, PlayStation 4, Xbox One and PC have a few unique fixes that you can find on the bottom of the post.


• This game update enables the Battlefield 4 Final Stand expansion pack.

• Tweaked the hit indicator speed to behave more like Battlefield 3.

• Fixed an issue where the hit indicator size for shooting an enemy player in the arms would be small, when it actually should be medium size.

• Added advanced gameplay options for customizing the hit indicator.

• Tweaked hit indicators: medium hit texture to better fit with small hit and headshot textures.

• Improved the hit indicator accuracy from vehicles when shooting enemy infantry.

• Made it clear in the in-game squad menu that a "Squad Join"-squad is not a private squad.

• Fixed an issue that prevented players from joining a rented server that was protected with a password.

• Added an option (under the advanced gameplay options menu) to toggle the Defensive Perk icon on spotted enemies and set it to be OFF by default now. This icon was originally added in the Fall Patch (September) and set to be always ON at the time.

• Added fix for a water splash effect on players who were shot at after emerging from a dive. This usually occurred after the second time the player emerged.

• Fixed several issues with the underwater audio mixer for players who were diving and emerging several times in a row.

• Fixed the Battle Pickup respawn so that it will only respawn after its ammo has been depleted or the player carrying the Battle Pickup has been eliminated.

• Adjusted the terrain loading on China Rising maps to improve terrain during the start of the round.

• Fixed a case where in-game Battlelog would not show after signing out of a profile while on the rent a server store area.

• Fixed an issue where the TV missile HUD would be flickering on and off.

• Fixed an issue that would sometimes cause a graphical corruption at the bottom of the screen when flying a helicopter over water.

• Fixed a typo in the description of “Damaged Type Based Shape”-option in the gameplay options menu. “Hint” has been correctly changed to “hit”.

• Capture the Flag: Fixed duplicate flags being rendered when the flag is taken the instant it returns to the base.

• Capture the Flag: Fixed an issue where sometimes the flag would be rendering at an incorrect place, instead of on the player who is holding it.

• Fixed an issue where soldier weapon flashlights and lasers would render on vehicle-mounted weapons.

• Cleaned up the reticle icons and thickened the lines to make them read more clearly.

• Changed friendly fire to be OFF in the "Classic" rent a server options preset.

• Updated the new advanced HUD option descriptions where “Friendly” was sometimes incorrectly referenced to as "Enemy".

• Fixed an issue where knifing a player with the "4th Floor" dog tag would display a blank dog tag.

• Updated the holo sight shader to better render against bright backgrounds like snow.

• Updated vehicle HUD colors and shaders to be more visible vs bright backgrounds.

• Fixed an instance where the HUD for the RAWR would get extremely blurry and fuzzy when looking at certain surfaces.

• Fixed an issue that could cause Battle Pickups to sometimes sink into the ground when dropped. Players should now be able to pick them up without any problems.

• Fixed an issue where players who left vehicles could kill teammates or themselves by launching the vehicle at them and exiting it. Player can still kill enemies this way and is now correctly awarded points if killing them.

• Fixed an issue with the M18 Smoke functionality, where the smoke would only be visible for the players who stayed on top of the grenade.

• Fixed an issue with the Desert Eagle muzzle flash.

• Added extra smoke emitters to both M320 and M18 to decrease the smoke spawn time.

• Tweaked the XM25 Airburst smoke.

• Fixed cameras that were not correctly pointing at the flags. This change affects Commander Mode in Conquest Large on the Sunken Dragon map.

• Updated Medic bag so that it does not heal soldiers who are suppressed or underwater


Operation Locker

• Fixed an instance where players would see a floating cardboard box, after destroying the boxes below it.

Hainan Resort

• Fixed a small step that the player is forced to jump over west of the Resort, at the small building next to the empty pool.


• Rush: Fixed an invisible collision north from the bus station that stopped projectiles and bullets.

Siege of Shanghai

• Fixed occluder issue present after destroying a wall on the north side of the building situated at the D point.

• Fixed an issue with an invisible wall on the corner of the Statue, south of flag D.


• Conquest Large: Fixed an issue where a player could get stuck in the out of gameplay area if he/she jumps the walls in the southwest area of the CN base.

• Defuse: Fixed an issue with some of the sand boxes colliding with the sidewalk margins in the northeast part of the map.

Flood Zone

• Conquest Small: Fixed an issue where the roof of a wooden shack is left floating after it gets destroyed.

Lumphini Garden

• Domination: Fixed an issue where the user would clip through the dirt pile in the southwest part of the map while prone.

• Rush: Fixed an issue where the user would clip through the mud next to the bridge between the US base and M-COM A of the second pair of M-COMs.

• Rush: Fixed a graphical corruption that affected some of the water, causing sharp edges.

• Conquest Large: Fixed an issue that prevented players from vaulting over some of the red fences, in the area near the dam. Players should now be able to vault over the fences without any problems.

• Fixed some instances where wall junctions were not correctly aligned, leaving small vertical holes between textures on some walls.

• Fixed a graphical issue underneath one of the bridges close to the construction site.

• Fixed an issue with the dirt pile floating under the bridge, near the construction site.

• Conquest Large: Fixed an issue with grass clipping through pavement north of flag A.

• Conquest Large: Fixed an issue with plants appearing to be floating after their stand gets destroyed.

• Conquest Large: Fixed an issue with a missing texture in the mudslide in the southeast corner of the map.

Pearl Market

• Conquest Small: Fixed an issue where missing textures made it possible for players to see between a wall and the floor, south of flag C.

• Domination: Fixed an occluder issue on one of the buildings situated near flag B.

• Chain Link: Fixed an issue where the switch for roll-up gates was floating in mid-air.

• Conquest Large: Fixed a clipping issue near flag A.

• Fixed an issue where pallets would float in the air after destroying the pallets underneath them.

• Team Deathmatch: Fixed a clipping issue inside a building located near the road in the north part of the map.

• Rush: Fixed an issue where a wheel cart with supplies was floating on the road near M-COM B from the second set of M-COMs.

Sunken Dragon

• Chain Link: Fixed an issue with an invisible collision present at a window in the parking lot, west from the capture point D.

• Fixed an issue with invisible collision near the entrance of the parking garage located in the southwest corner of the map.

• Fixed an issue with cracks/holes in the garage, which allowed players to see through them.

• Fixed an issue that prevented players from breaking the glass in the bus stop with a melee attack.

• Fixed an issue with Z-fighting on the Floodgate ground.

• Fixed an issue with Skyscraper seams which allowed players to see outside of the map boundaries.

• Fixed an issue where the metal rails near the lake at sector E were misaligned.

• Fixed an issue where a water texture was floating above the ramp leading towards the US base.

• Fixed a color issue on the underside of tourist boats.

• Fixed an issue where the player could encounter an incorrect animation when climbing a ladder near the north bridge.

• Fixed an invisible collision under the Sea Dragon.

• Fixed an issue with the handrail that was clipping through the bridge near flag B.

• Fixed an issue that prevented the player from vaulting over the bar outside one of the sentry boxes near flag D.

• Fixed an instance where major occlusion would occur after a player destroyed the vegetation northeast of the big parking lot.

• Fixed a collision issue on the broken section of the restaurant on the second floor.

• Fixed an issue with the top step at the US flag location that forced players to jump over it.

• Fixed a destruction issue with the restaurant advertisement sign.


• Metro 2014: Fixed an area that could be used to get outside of the map and shoot other players.

• Operation Locker: Tweaking added collision to the railing at the panopticon area, further blocking some players from using the balcony as an exploit

• Lumphini Garden: Fixed an exploit that made it possible to use the MAV to spawn in on a friend to end up outside the map boundaries.

• Lumphini Garden: Fixed an exploit that allowed players to end up below the subway station.

• Lumphini Garden: Fixed an exploit in Conquest Small that allowed players to shoot through a small unintended opening in a wall.

• Hainan Resort: Fixed an exploit where players were able to go outside of the map and shoot at enemies.

• Pearl Market: Fixed an exploit where a player could see through a part of the building situated near the bus.

• Fixed an issue that allowed players to spawn into vehicles before the lockdown timer in the beginning of a round reached zero.


• Corrected errors in zeroing/velocity for L96, 338 Recon, and SR338. All had zeroing/muzzle velocity problems. All these weapons now zero correctly.

• Using a FLIR/IRNV scope no longer cancels out the blinding effects of a Flashbang.

• Corrected the description text of an advanced aim sensitivity option to mention 3X scopes (like the ones for .44 Magnum and M1911 pistols)

• Fixed a bug where you would sometimes lose the effect of the FLIR/IRNV after spawning in.


• Fixed an issue with the 1st person animations of MP412 and SW40 pistols deploying while sprinting.

• Fixed an animation issue with the M26 shotgun mounted under the M416.

• Fixed clipping issues on 3rd person reloads for Mk11, SCAR and SR338.

• Fixed the foregrip position on 3rd person for MTAR21.

• Fixed a sprint pose issue with several 1st person rifle animations.

• Fixed handle animation of U-100 being removed when certain attachments were equipped.

• Tweaked the camera to be less disruptive of player aim during the reload animation of M1014.

• Fixed pose mismatch that led to magazine drifting after the reload animation for the M39EBR had been completed. Removed the latch mesh from the magazine as well.

• Fixed a pose mismatch at the end of the reload animation for the M416.

• Fixed an issue with the SKS bolt clipping through the weapon when firing. Also fixed the left hand position.

• Added a reload interrupt branch for the M320.

• Fixed an animation issue with 3rd person quick throws.



• Added a fix that allows plug-n-play controllers to be recognized even if they are connected after the game has been launched.

• Added the ability to reposition the network performance overlay graph.

PlayStation 3

• Fixed an issue in single player where the PLD gadget didn’t properly highlight enemies.

• To improve the performance on Lancang Dam in the Obliteration game mode, we removed the attack boats and jets.

PlayStation 4

• Fixed an issue where the parachute camouflage would switch back to default if the player quits the game via the “Close Application” option in the PSN Menu.

• Fixed an issue in single player where the PLD gadget didn’t properly highlight enemies.

Xbox One

• Fixed an issue where the class loadout would not save if the player quits the server while in game or at the end of round screen.

• Fixed an issue where a player is not taken into a session after accepting an invite while the server browser is accessed from the Squad Join menu.

• Fixed a crash that could occur when signing out from the lead profile while playing multiplayer.

• Updated displayed pricing for EA Access users.


• Fixed an issue where servers did not recognize more than 50 unlocks and therefore some players never got assignments, dog tags and other unlocks when they should have.

• Fixed an issue where some users had problems with a Battlelog message stating "You do not own this content".


• On rented servers, admins are now able to edit the amount of players needed to start a game.

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

[ALL PLATFORMS] Game Update Mar 3 Notes:

Here is the full list of changes and improvements included in the Winter Patch. All changes applies to all platforms unless explicitly stated otherwise. For highlights with pictures, follow the link: http://static.cdn.ea.com/battlelog/customcontent/winterpatch/Patchnotes_WinterPatch.pdf [static.cdn.ea.com]


- Added Squad Obliteration game mode

- Added support for New player servers (rank 10 and down)

- Added support for matchmaking into ranked servers (in addition to standard official)

- Various anti-cheat improvements implemented

- In combat system now temporarily disables squad spawning when squad mate is in combat

- In combat system now temporarily disables Medic Bag healing based on damage taken and incoming suppression increase

- In combat system now temporarily disables First Aid Kit healing based on damage taken

- Decouple vehicle aiming from turning option added

- Added Mastery Dog tags for several weapons that were previously missing

- Added 3 new Premium playlists: 'Large Scale Battles', 'The Battlefield', and 'Close Quarters'

- Fixed an issue that would sometimes cause an error about stats not fetching, if connecting to a session after immediately being disconnected

- Fixed an exploit related to CTF/Obliteration exploit using M224 Mortar/MAV/EOD Bot

- PC - Several AMD Mantle optimizations

- PC - Various graphical performance improvements

- PS4/XBOX ONE - Fixed a case where the Battledash would not show after signing out of a profile while in the rent-a-server section

- PS4/XBOX ONE - Fixed naming inconsistency with the server browser and quick match for Conquest Large

- Xbox One - Fixed an issue where the user would sometimes not enter friends online session when joining through 'Friends List'

- Xbox One – Fixed an issue where Digital Premium Edition did not give premium access on Battlelog

- X360 - Fixed an issue where performing a sign-in change during game would sometimes result in endless black loading screen

- X360 - Fixed an issue where multiple users in the same squad would crash if the squad leader disconnected from a full server

- Added option for player to separately toggle the slowdown and auto rotation components of aim assist. Server admins can now enforce a disable of the auto rotation component on ranked servers

- All consoles - Fixed an issue where it was not possible to join a rented server that had a password set


- Footsteps: Significantly improved audio of footsteps for enemies and friendlies so that they can clearly be heard. Also fixed an issue where grenades explosions or other loud sounds would mute footstep sounds

- Fixed an issue where EOR music would not play in CTF

- PC - TDM/SQDM: 'Tension music' now correctly playing for all teams in TDM and SQDM


- Updated the shading for many of the Dog tag country flags to make them more accurate

- Animation: Cleaned up fast side to side movement of the character in third person

- Fixed an issue where tracers would incorrectly show up on bullet impacts


- Fixed an issue where the soldier camouflage selected would change to default between rounds

- Fixed the cropped "Ready" status on the F-35 and J-20 fighter jets so that it is now fully visible

- Fixed a HUD related issue that would sometimes occur when players on the same server would use the FLIR/IRNV

- Dog tags will now display stats both in game and in menus

- Several hit indicator and crosshair improvements

- Fixed an issue where a player's health is displayed incorrectly when they get hit while regenerating health

- Updated HUD Logic for several weapons so that they show "overheat" messages correctly

- Tweaked Jet HUDs to be more clear

- Improved scout helicopter crosshairs

- All consoles - Removed an incorrect reference to parachute in the customization screen

- Deploy screen - Added deploy screen advanced options to show vehicle passengers, more details on occupants and squad mates

- Deploy screen - Improved squad mate selection when in vehicles


- All helicopters have new more agile physics applied (you can do both barrel rolls and loops!)


- Animation updates for m412 and sw30

- Fixed an audio bug where the air missiles or TV guided missiles would play multiple times for one shot

- Fixed an audio bug where the FAC boat cannons would loop indefinitely

- Adjusted the graphics for the Kobra red dot reticle to make it longer to more closely match the actual reticle

- Removed small animation played when going into sprint for any weapons that have a fore grip

- Adjusted QBZ95 fore grip position in first person

- Fix for RPK74 bolt cycle during fire animation

- Improved HUD clarity for red dot sights against snowy/bright backgrounds - AND improved PS3/Xbox360 look as well

- PS3/PS4 - Fixed an instance where a player would be unable to switch back to the bow from a secondary weapon if spawning as a passenger in a vehicle

- X360 - Fixed an issue where Vehicle IRNV would not detect infantry on equal elevation properly



- PS3/PS4 –Fixed an issue where a user would get stuck when descending the ladder that leads to the lower Hangar

- Fixed a sound bug that would cause the titan engine audio to become distorted

- Fixed various smaller sound issues


- Fixed an issue where user would encounter snowing VFX inside of the hallway west of objective B if spawning on squad mate.


- Fixed several collision issues based on community feedback


- Fixed a collision issue which would cause players to fall down from the big neon sign that is used as a bridge between 2 buildings

- Fixed an issue where a user could see through the game world after destroying part of a building situated near the CN base


- Fixed several collision issues that would occur after the mudslide levolution was triggered. The mudslide has also been optimized to reduce visual glitches

- Rush - Fixed issues with the EDO bot having no collision with several sidewalks around the US base first set of M-coms

- Fixed an issue with an indestructible window in the house at the center of the map

- Fixed an issue where a player could get stuck behind the pipes at Flag C and be forced to redeploy

- Xbox One - Various issues collision near the valves and between them after the levolution event


- Fixed several collision issues based on community feedback


- Made collision conform closer to render mesh for destroyed track pieces. Moved collision volume in the level to accommodate the new changes to the adjusted object collision

- Fixed several collision issues based on community feedback


- Fixed several collision issues based on community feedback

METRO 2014

- Fixed an issue where users where able to get C4 kills through the roof

- Fixed several collision issues based on community feedback


- Fixed several collision issues based on community feedback


- Fixed several collision issues based on community feedback


- Fixed several collision issues based on community feedback


- Improved collision issues on several skyscrapers


- Fixed an issue where a user is unable to deploy Radio Beacon, MAV and similar gadgets on the boardwalk located north from the water and south from objective C

- Fixed several collision issues based on community feedback


- Added collision in the ceiling of the cave so that is no longer possible to hide there with the little bird


- Lights now no longer stay intact once building is destroyed

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

[ALL PLATFORMS] Game Update May 26 Notes:


Here is the detailed list of changes and improvements included in the Spring Patch. All changes apply to all platforms unless explicitly stated otherwise.


- Fixed multi platform crash related to audio

- Fixed several multi platform server crashes

- Fixed Server crash that would happen in some cases when players were switching teams

- Fixed an issue where users were left in an Infinite loading screen when attempting to connect to a server

- Fixed a multi platform single player crash

- Fixed a bug which caused 2% of joins into an empty game server to fail

- PC: Several client and server crash fixes

- PC: Fix for a crash that occurs when exiting the game client (AMD cards)

- PS4: Fixed a common crash on PS4


- Fixed a situation where the player has an auto-throw gadget equipped in the LEFT gadget slot and use it while holding the sidearm, the gadget will stay in the players hands.

- Fixed an issue where the player would sometimes get stuck in the kill cam if receiving damaged from multiple enemies

- Terrain and model destruction now sync better with explosion effects

- Added advanced gameplay options to toggle Parachute Auto deploy, Auto Peek Over and Auto Side Lean

- Small vehicles now can get unstuck by melee just like the boats and jet skis

- Several Netcode improvements (see detailed description above)

- Passive spotting distance reduced from 1200m to 100m * Spotting cone angle reduced from 3 degrees anywhere to starting at 3 degrees and narrowing down to 0.15 degrees at 1200m

- Currently highlighted objective retained when commo-rose gets active so it is easier to select Attack/Defend for it

- Fixed an issue where the stairs would disappear if players were revived on them. This would happen on multiple levels.

- Fix an issue where claymore kills were not being counted for recon for stats

- Fixed an issue where if the user plays a couple of MP Hardcore rounds prior to entering the

Campaign, the single player campaign would not regain health after being hit

- PC: Removed the friendly fire lock on the preset for CLASSIC

- Fixed an issue where the user receives an inaccurate killcard when killed by a remote-controlled vehicle (e.g. EOD bot, Mortar)

- PC: Added functionality for users to move both the CPU/GPU overlay graph and the network performance graph

- Fixed an issue were the kill assist dog tag shows the wrong kill number in "My soldier"

- Console: Fixed a bug where a player will remain stuck in the main menu indefinitely if the controller they are using is assigned to anything other than Controller 1

- Fixed an issue with mastery dog tags showing up twice once they're unlocked

- Several fixes for exploits on multiple levels

- Squad Obliteration: Fixed issue where a bomb that was forced reset could be "re-dropped" resulting in multiple bombs showing up.

- Squad Obliteration: Disabled round time extension. Now the round time will pause whenever a bomb is planted if time has expired instead of extending only if the score is tied or if the losing team plants a bomb if they are down a point.


- Unique sound for headshots added

- Bullet impact sounds on soldiers improved (using a silencer helps a lot here)

- So called “Random callouts” improved for own team

- Optimized the Lumphini Garden levolution mudslide sounds

- Destruction sound added for WeatherStation buildings on Arctic


- Fixed an issue where some camos would not display properly in 1st person

- Fixed a graphical issue with the sheets/flags etc. affected by wind which were moving a bit too much


- We’ve added stats to 49 existing dog tags including many favorites from BF3. Show off your skills!

- Fixed an issue where the player shoots an enemy with a vehicle weapon, the hit indicator was displayed again when exiting the vehicle

- Enabled network performance overlay on XBOX One. It can be enabled/disabled in the menu options.

- Moved the 3 new playlists added in the Winter Patch to the top of the list and added highlighted them in yellow

- Fixed the levels in the server browser filter list to be sorted in order per release

- Improved HUD clarity for red dot sights based on CTE feedback.

- Fixed duplicate Dog tag names that were present in some languages

- Tweaked and updated the "Help me" icons (need ammo, need health etc) – icon now shows only if you can actually help.

- Fixed an issue where the user was unable to see changes from HUD option screen for "Soldier Optics Reticle”, Helicopter and Jet Pilot Hud" and "Vehicle Driver and Vehicle Gunner Hud"

- Increased size of jet ALT, Speed and PMS displays

- Fixed an issue where the Misc HUD transparency advanced gameplay option would affect the customization screen weapon/gadget info element

- Removed 'ID_M_SERVERTYPE_RANKED' from the left bottom corner of the loading screen in multiplayer

- Removed incorrect burst UI indication for CBJ PDW as the weapon does not support burst fire

- Fixed an issue where Soldier camo would be reset after each round transition

- Added squad obliteration to the squad join settings

- Fixed an issue where a damage indicator appears over the initial cut scene when starting a new Campaign


- Masters of all jets get special Battlefield themed contrails when wearing any of the jet master dog tags or the Jet Fighter medal dog tag

- Fixed an issue where the grey vision present when a user is at low health is also present after the user exits a vehicle in which he regains his health.

- Fixed an issue where the user is unable to kill an enemy that is located inside a Jeep or a Stationary Weapon with the defibrillator

- Fixed an issue with the options where turning ON the "Decouple aiming from turning" the "Vehicle aim relative control" has no functionality


- Added 5 new weapons

- Adjusted the ADS scaling and FOV controls to make the optics not magnify more than their default

- “Headglitch” fix: Weapon down state using cover peek system in combination with the proper bullet spawn positions (from weapon instead of eye)

- Updated night vision optics (see above for details)

- Fixed an issue with the ACOG scope where its leftmost bar stretched to a solid black block when aiming down sights.

- Fixed the tactical light on the MTAR-21

- Fixed an issue on some sniper rifles where the range finder used in combination with the flash hider would cause issues with the range finder functionality

- Fixed issues with the Belt Feeder/Autoloader not functioning on certain weapons.

- Full weapons balance pass and suppression mechanic update (see above for details)

- Sniper weapon tracer/Impact improvement to make it visible for longer distances

- Fixed an issue with the M16A4 where the laser sight accessories would appear when ADS with FLIR/IRNV

- Fixed bug with flashbang that was preventing it from reaching intended brightness and duration.

- Fixed the UI for weapons and accessories to reflect correct values in the customize screen

- Updated all weapon tracers to make them more clear and visible

- Added overheating message to some stationary weapons that were previously missing those messages


- Added Gun Master game mode to the 10 base game maps


- Implemented and adapted Battlelog for Battlefield 4 Spring Patch

- Additional underlying preparations for deprecation of need to install Battlelog web plugin

- Minor improvements to new Chat system

- Fixed Premium calendar progress indicator to show correct progress



- Added cover areas on Siege of Shanghai for Squad Obliteration

- Fixed an issue where the user could see out of game world through a building wall

- Moved attack helicopter that was stuck inside wall on Siege of Shanghai


- Fixed an issue where the destroyed dish parts would cause occlusion issues.

- Grenade launchers now properly explode on the Concrete around the Research Facility


- Adjusted the TDM/SQDM/DOM, addressing issues with teams spawning too close together at the start of a match.


- Adjusted the TDM/SQDM/DOM, addressing issues with teams spawning too close together at the start of a match.


- Fixed collision issues

- X360: Optimized memory to reduce crashes


- Fixed collision issues


- Fixed a stone fence near the north edge of the map that was misaligned with the ground, making it appearing like it was floating.


- Added hit indicators to the targets

- Various smaller bug fixes

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

PC Game Update Sep 1 Notes:


• Fixed a number of known exploits in the game

• Added the Team balancer (featured) as a default server option for larger modes

• In Combat

- Fixed an issue where players were able to spawn on a squad mate under fire (in combat)

- Removed suppression active check, now only looks at suppression increase as an in combat trigger

• Added the Zavod: Graveyard Shift map

• Added server preset (Standard, Classic, Hardcore) to the deploy screen

• Updated soldier animations to fix the issue where viewing players running backwards would cause leg popping when changing the movement direction slightly between back-left and back-right.

• Added the ability for all unlocks to be used in unranked servers, this applies to weapons and attachments including all premium weapons.

• Soldier Movement: Slowed down side to side from 0.4 -> 0.35 on soldier sidestep to make that movement less jerky

• Fixed an issue with the pillbox featured in Zavod and other levels. Bipods can now be deployed on the window sills of these pillboxes

• Changed max default spotting distance to 200m on night maps

• Fixed an issue where players would randomly take damage and even die from walking on certain staircases or other slanting objects

• Fixed an issue where players took damage from vaulting over objects and landing “hard” incorrectly

• PS3: Various crash fixes based on memory optimization

• ALL CONSOLES: Allow players to leave a squad in game created through the Squad Join feature

• ALL CONSOLES: Added Night Operations Large, Night Operations and Night Operations Infantry quick match selections for the Zavod: Graveyard shift map


• Updated server stall detection to better track servers going bad

• Improved packet loss handling for clients

• Improved “rubber banding” handling on client and server

• Fixed an issue where the local player’s health would be incorrect if they took damage while regenerating health

• Changed FrameHistoryTime variable to 1 to prevent dusting on fast moving vehicles (mainly jets)

• Updated server & client code to support variable tick/simulation rates (featured)

• Added indicators for current server “tick rate”/simulation rate on loading screen (>30hz only) and deploy screen

• Network status communications suite: Added HUD indicators & warnings for bad or mediocre network connections (featured)

• PC/PS4/XB1: Significantly Improved client to client damage delay by forcing all clients to send damage based on framerate instead of simulation rate


• Enabled Audio obstruction (featured)


• Added Dog tag that will track players knife kills

• Fixed an issue where the incorrect numerical value is displayed on MBT dog tags, showing total medals earned instead of ribbons

• Fixed kill tracking on missing Mastery Dog Tags which were added in a previous patch. Progress will now reflect overall kills with those weapons


• Vehicle turrets

- Updated turret logic to allow variable simulation rates

- Added vehicle sensitivity slider for all input devices on all platforms

- Added new input curves for all vehicle turrets in the game

- PC: Fixed an issue where turning fast with the mouse would sometimes snap the view in the opposite direction/edge

• Fixed an issue where free look cameras in vehicles were negatively affected by framerate dips causing slower than intended movement. Now mimics soldier look accurately.

• Jet changes

- Reverted attack jet physics to original setup (313)

- Fixed an issue where mobility hits would cause a un-salvageable stall

- Fixed an issue where jets would flip upside down in a jittery fashion when mobility hit

• Aircraft interior glass got a pass for the Summer Patch. Reflection brightness, glass color and opacity have been unified across the board. Reflection brightness has been greatly reduced to improve visibility

• Fixed an issue where players were unable to cause damage to an enemy standing in an open seat on any vehicle with any type of missile

• Fixed the wake effect of jet skis for night vision

• Reduced brightness of tank FLIR/IRNV HUD from 2 to 0.45.

• Reduced bloom scale in vehicle FLIR.

• Increased PLD IRNV range from 300/45 vehicle/soldier to 375/100.

• All vehicles in Zavod: Graveyard shift now have headlights and interior lights

• Attack Helicopter Smart rockets

- Reduced Rate Of Fire to 200 from 300

- Reduced max turning angle from 30 to 10, tracking less powerful against moving targets

• Mobile Anti Air

- Adjusted overheat ratios to be more balanced between 20mm and 30mm.

- 20 mm has better range and is easier to use thanks to faster bullets

- 30 mm has more consistent damage thanks to lower spread

• Lock on missiles - make counter measures more effective and consistent

- Turn rates reduced to stop missiles from doing instant 180s

- Reduced time to activate guidance system in most missiles

- Blast radii has been tweaked up to reduce “dusting”

- Changed damage type from blast damage to impact damage – for example using IR smoke in a tank causing a near miss will no longer damage your tank almost max damage from the blast of the near missed missile

• Hydra rockets, Smart & Zuni rockets now properly damage walls

• PS4: Fixed an issue where reinstalling the game caused corrupt vehicle customization

• PS3/PS4: Fixed an issue where vehicle customizations would revert to default after re-formatting the PS3/PS4.


• Fixed a long time issue where infantry weapons fail to reload properly (looked like they did, really didn’t)

• Decreased tracer frequency for full auto weapons from every one to every third bullet shot

• Flashbangs

- Effective angle is now 145 degrees

- Flash duration reduced for friendlies to 0.6s

- No longer blinds dead people

- Increased the suppression effect from flashbang explosions

- Reduced number of default flashbangs from 3 to 2

- Updated effect to work exactly the same in dark and light environments

- Shielded players in vehicles (ex: tank driver) no longer gets blinded – open vehicle seats will however

- Reduced time to live from 10s to 1.5s. This prevents players from dropping flashbangs from tall buildings at enemies below

- Improved target line of sight obstruction testing

• TV Missiles

- Soldier damage multiplier is now .3 up from .1. This allows TV missiles to kill soldiers without the flak field upgrade outside of road kills.

- Blast radius increased from 1.5m to 3m

- Improved the responsiveness and steering slightly

- Fixed an issue where players would get stuck in mid-air when exiting an Attack Helicopter & Attack Boats after firing TV missile

• Increased SRAW range and top speed slightly

• Fixed an issue which would cause blue flashes when player fires anti-tank weapon at a bright white source, e.g. the sun

• Tweaked and improved visibility of the night vision optics at night

• Fixed an issue where the HUD on the UCAV would blink intermittently

• Tracer polish. Lowered brightness, thickness and length.

• Reintroduced the AN94 bipod. It will be unlocked by default.

• Removed extended barrel when using Heavy Barrel on PDWs. Affects MX4, P90, UMP45, and UMP9.

• Added blinking red light to M15 AT mines to increase visibility in night map (and other dark areas)

• Renamed all the mentions for RPK-74M to RPK, and renamed L96A1 to L115

• Fixed an animation issue with the Mare's Leg in 3rd person

• Mare’s Leg: Added heavy barrel option, which can lower the spread from .2 to .1

• M26 Dart: Increased pellet count to 19 from 12 to bring in-line with M26 MASS

• Decreased headshot multiplier for revolvers/slugs/Desert Eagle from 2.35 to 2.13. This prevents pump action slugs from being able to one hit kill at infinite range and keeps Mare’s leg one hit kill headshot at ranges below 40m

• L86: reduced horizontal recoil from 0.185/0.185 to 0.16/0.16

• Zeroing fixes

- CS5 add 1.004 initial bullet speed (y axis). Change displayed Zero from 100m to 75m

- AS Val 1.41929 initial bullet speed (y axis). Changes zero from 50m to 35m, consistent with other suppressed PDWs

- Groza-4: 1.41929 initial bullet speed (y axis). Changes zero from 30m to 35m.

- AK5C: unsuppressed bullet velocity reduced from 630 to 620. Changes zero from 61m to 60m. Consistent with other carbines

• “Head-glitch” fixes

- Added fix (spawn bullets from closer to barrel) on all four M26 variants.

• Added a new JDAM explosion effect


• Gun Master fixes

- Fixed an issue where the tension music remains after a user that reached last level quits the session

- Fixed an issue where stats wouldn’t get tracked properly

- Fixed an issue where using gun emplacements could cause a server crash

- Added live scoreboard functionality

- Updated Gun Master to display infinite magazines in the HUD



• Enabled ladders for all modes except Defuse and Gun Master

ZAVOD: 311

• Fixed an exploit where players could leave the game world

• Enabled ladders for all modes except Defuse and Gun Master


• Optimized memory usage


• Xbox 360: Optimized memory usage


• Fixed pink I beam on a collapsible building


• Removed requirement for Google Chrome plug-in support as Origin now provides that functionality. (You will be able to download and update your Battlefield 4 client now, but this feature will be activated at a later date.)

Original Source:

Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

Here is the detailed list of changes and improvements included in the Fall Update. All changes apply to all platforms unless explicitly stated otherwise. Since the patch notes are so big this time around, we will only supply the PDF version for download here:

https://eaassets-a.akamaihd.net/dice-commerce/battlefield4/assets/patch_notes/Patchnotes_FallPatch_EN.pdf [eaassets-a.akamaihd.net]

Original Source


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites

Dec 15  PC Game Update Notes:

Here is the detailed list of changes and improvements included in the Holiday Update. All changes apply to all platforms unless explicitly stated otherwise. Since the patch notes are so big this time around, we will only supply the PDF version for download here:

https://eaassets-a.akamaihd.net/dice-commerce/battlefield4/assets/patch_notes/Patchnotes_HolidayPatch.pdf [eaassets-a.akamaihd.net]

PLEASE NOTE: Legacy Operations is only released for PC, PS4, and Xbox One and is a separate download from the Holiday Update.

Original Source:


Guitar Zero... Great use of time. You Don't Shred on 5 Buttons !!

Share this post

Link to post
Share on other sites
This topic is now closed to further replies.
Sign in to follow this