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 Battlefield 4, Discuss anything about BF4 here

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Jimsee
post Mar 6 2014, 12:32 PM

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so it's true that they are gonna bring back TITAN Mode back from BF2142 . biggrin.gif

This post has been edited by Jimsee: Mar 6 2014, 12:35 PM
hackcremo
post Mar 6 2014, 01:17 PM

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QUOTE(Jimsee @ Mar 6 2014, 12:32 PM)


so it's true that  they are gonna bring back TITAN Mode back from BF2142 . biggrin.gif
*
Actually what is titan mode..?? Haven play before on BF2142 bcz I dont own one.. He3..
failed.hashcheck
post Mar 6 2014, 01:29 PM

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QUOTE(hackcremo @ Mar 6 2014, 01:17 PM)
Actually what is titan mode..?? Haven play before on BF2142 bcz I dont own one.. He3..
*
in very short term defend your (very) main base. in this case cold be the carrier.

This post has been edited by failed.hashcheck: Mar 6 2014, 02:39 PM
nikholai
post Mar 6 2014, 02:26 PM

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QUOTE(hackcremo @ Mar 6 2014, 01:17 PM)
Actually what is titan mode..?? Haven play before on BF2142 bcz I dont own one.. He3..
*
Titan (or carrier) mode, is actually 2 game mode in one.

the first part is conquest-like mode where u are to capture missile base across the map. each missile base will fire one missile every xxx minute to the enemy titan (carrier). firing enough missile into enemy titan will depletes it 'shield'....now this is where the 2nd game modes comes in; rush mode.

once enemy titan is accessible, you can board the titan (carrier) and destroy 2 objective. taking out both objective wins the game.

the best thing about this mode is that there is no Ticket count...the game will drag on until the titan is destroyed or timer runs out.

one thing still not clear at this point is whether or not you're able to control your carrier just like it was in bf2142....
if can it will be awesome....i still remember in bf2142 where both titans are side by side and everyone 'switch' into pirate mode.

This post has been edited by nikholai: Mar 6 2014, 02:34 PM
gbwedward
post Mar 6 2014, 03:43 PM

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QUOTE(nikholai @ Mar 6 2014, 02:26 PM)
Titan (or carrier) mode, is actually 2 game mode in one.

the first part is conquest-like mode where u are to capture missile base across the map. each missile base will fire one missile every xxx minute to the enemy titan (carrier). firing enough missile into enemy titan will depletes it 'shield'....now this is where the 2nd game modes comes in; rush mode.

once enemy titan is accessible, you can board the titan (carrier) and destroy 2 objective. taking out both objective wins the game.

the best thing about this mode is that there is no Ticket count...the game will drag on until the titan is destroyed or timer runs out.

one thing still not clear at this point is whether or not you're able to control your carrier just like it was in bf2142....
if can it will be awesome....i still remember in bf2142 where both titans are side by side and everyone 'switch' into pirate mode.
*
yarrr, pirate mode me likey

but i doubt they'll let you do that. Jimsee, polish jew little bird skill for fast insertion and extraction lol

» Click to show Spoiler - click again to hide... «

Jimsee
post Mar 6 2014, 03:57 PM

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QUOTE(gbwedward @ Mar 6 2014, 03:43 PM)
yarrr, pirate mode me likey

but i doubt they'll let you do that. Jimsee, polish jew little bird skill for fast insertion and extraction lol

» Click to show Spoiler - click again to hide... «

*
dafuq.

Polish my gugubird skill also no use.. I just reach to the promised land and be done with little johnny scout heli. blush.gif

Too many noob iglas/stingers and god like RPG spammers to add on.

This post has been edited by Jimsee: Mar 6 2014, 04:11 PM
apisfires
post Mar 6 2014, 04:15 PM

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QUOTE(Jimsee @ Mar 6 2014, 03:57 PM)
dafuq.

Polish my gugubird skill also no use..  I just reach to the promised land and be done with little johnny scout heli.  blush.gif

Too many noob iglas/stingers and god like RPG spammers to add on.
*
oh well tongue.gif
gbwedward
post Mar 6 2014, 04:36 PM

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QUOTE(Jimsee @ Mar 6 2014, 03:57 PM)
dafuq.

Polish my gugubird skill also no use..  I just reach to the promised land and be done with little johnny scout heli.  blush.gif

Too many noob iglas/stingers and god like RPG spammers to add on.
*
Baru masuk sudah lepas? ish ish.. tarak syiok la. Ok la, just don't masuk lubang salah can d if not die smelly. There will be 3 lubang i think. 1 atas 2 bawah
Jimsee
post Mar 6 2014, 05:02 PM

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QUOTE(gbwedward @ Mar 6 2014, 04:36 PM)
Baru masuk sudah lepas? ish ish.. tarak syiok la. Ok la,  just don't masuk lubang salah can d if not die smelly. There will be 3 lubang i think. 1 atas 2 bawah
*
apa ketahian ini!!!! rclxub.gif rclxub.gif
alikato94
post Mar 6 2014, 05:04 PM

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guys... rpg.. like homing missile?? is it true??? just know bout it 0.0
apisfires
post Mar 6 2014, 05:08 PM

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BF4 server down?
i just update 900mb hmm.gif

This post has been edited by apisfires: Mar 6 2014, 05:09 PM
megat89
post Mar 6 2014, 05:10 PM

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updating..finished updating..lol no server online..

This post has been edited by megat89: Mar 6 2014, 05:13 PM
nikholai
post Mar 6 2014, 05:19 PM

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ohh the patch is in....but my pc at home is off, crap cant remote in to update it

btw one of the patch is that they decrease the trigger delay on the revolver....demmit now i hv to retrain myself, got used to the current delay dy
apisfires
post Mar 6 2014, 05:20 PM

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QUOTE(nikholai @ Mar 6 2014, 05:19 PM)
ohh the patch is in....but my pc at home is off, crap cant remote in to update it

btw one of the patch is that they decrease the trigger delay on the revolver....demmit now i hv to retrain myself, got used to the current delay dy
*
you mean is faster respond during shooting in battle?
gbwedward
post Mar 6 2014, 05:35 PM

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QUOTE(Jimsee @ Mar 6 2014, 05:02 PM)
apa ketahian ini!!!! rclxub.gif  rclxub.gif
*
supposedly(not confirmed) they will blow up 2 holes using missiles on the deck of the carrier for heli to drop troops in, then there's also the docking bay at the back of the carrier. So there's 3 entrances hence 3 holes. 1 hole at the front deck, 1 hole at the back and the docking bay at the back. 1 depan 2 belakang

QUOTE(alikato94 @ Mar 6 2014, 05:04 PM)
guys... rpg.. like homing missile?? is it true??? just know bout it 0.0
*
that was during the beta, no longer working now. It requires laser designation to work

QUOTE(nikholai @ Mar 6 2014, 05:19 PM)
ohh the patch is in....but my pc at home is off, crap cant remote in to update it

btw one of the patch is that they decrease the trigger delay on the revolver....demmit now i hv to retrain myself, got used to the current delay dy
*
no worries, can adapt very fast 1
nikholai
post Mar 6 2014, 05:36 PM

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QUOTE(apisfires @ Mar 6 2014, 05:20 PM)
you mean is faster respond during shooting in battle?
*
u nvr use the revolver meh? notice the trigger delay? now it should be more faster, but the delay is still there
Jimsee
post Mar 6 2014, 05:37 PM

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From PS4 update . I guess it's almost the same.
VEHICLE TWEAKS
-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.
rclxms.gif
-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. rclxms.gif
-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.
doh.gif doh.gif
-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.

This post has been edited by Jimsee: Mar 6 2014, 05:39 PM
apisfires
post Mar 6 2014, 05:39 PM

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QUOTE(nikholai @ Mar 6 2014, 05:36 PM)
u nvr use the revolver meh? notice the trigger delay? now it should be more faster, but the delay is still there
*
i never use revolver wub.gif
apisfires
post Mar 6 2014, 05:40 PM

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QUOTE(Jimsee @ Mar 6 2014, 05:37 PM)
From PS4 update . I guess it's almost the same.
VEHICLE TWEAKS
-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.
rclxms.gif
-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. rclxms.gif
-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.
doh.gif  doh.gif
-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.
*
alamak, ini jim suka.. haiya so hard to shoot you down now and this? doh.gif

nikholai
post Mar 6 2014, 05:40 PM

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QUOTE(Jimsee @ Mar 6 2014, 05:37 PM)
From PS4 update . I guess it's almost the same.
VEHICLE TWEAKS
-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.
rclxms.gif
-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. rclxms.gif
-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.
doh.gif  doh.gif
-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.
*
thought these were updates BEFORE the second assault.......
when 2nd assault release it broke these fixes (basically revert back to how it was originally)

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