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Col-Squirrel

Chapter 4: Defying the Odds Update 1

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Col-Squirrel

Here is a preview of what is coming to the update this coming week, big things being plane sounds fixed, huge AP mine changes, and less one hit deaths from explosives:

Vehicle Changes (Preview)

  • We’re happy to say that we’ve fixed the issue that was causing for Plane noises to unnecessarily linger following flybys.
  • We’ve also corrected a couple of issues relating to the Churchill Crocodile tank, the most significant being that you’re now able to repair the Turret after it’s been disabled.

Weapon Changes (Preview)

  • There’s been a couple of changes to the Boys AT rifle in this update. The magazine can now be supported with one additional round in the chamber (Making the Ammo Capacity 5+1), and the Medium Range scopes are now correctly displaying a glint.
  • Improvements have also been made to Bipod Detection, and you should find that these deploy more reliably now across all weapons that use them.

Changes to Health & Ammo Crates (Preview)

  • We’ve seen a good response to the recent changes made to Health & Ammo Crates and have made a few further tweaks to them in this update. You’ll now find that players who have selected the health and ammo crate can be seen by other players to be physically holding it in one hand.
  • We’ve increased both of the deployed radii to 4m and the Ammo crate will now provide both Primary and Secondary ammo (with scoring now offering values similar to the Health Crate).
  • We’ve also changed the collision behaviour of both crates so that they can be placed on vehicles, and stick during movement (long live the heal-mobile!)

Changes to AP Mines (Preview)

  • AP Mines. They’ve been a wee problem child for a while now but with this update we’ve made some changes to help address the issues faced by players. We’ll share the full updates around this in the update notes next week, but the key headlines are that we’ve changed the placement and activation behaviours.
  • With this update, you’ll now find that only 2 AP mines can be placed per person, and that they can’t be placed within 3.6m of each other. They’re also unspawned on death (provided you are not revived).
  • Concerning activation, the explosion delay has been increased to 1s (from 0.7s) with the explosion itself no longer occurring beneath the point of detonation. This means that if you’re quick enough, you’ll be able to prone and avoid blast damage.
  • There are other changes featured in next weeks update notes which speak to the increases in blast radius, and the increase in activation radius. AP Mines are still dangerous, but you’ll now have a new opportunity to evade them if you’re fast enough.

Fired Explosive Gadget Changes (Preview)

  • Changes have been made to fired explosive gadgets when used against infantry.
  • The scenarios in which you’ll encounter a One-Shot-Kill have been reduced, and the ability to throw back grenades has been added for the Rifle Grenade Launcher only.
  • Explosives fired from this weapon specifically will now behave more similarly to thrown grenades.
  • We’ve also improved the hit detection on incendiary grenades to better match what you see in the game. You should encounter less spontaneous combustion going forward.

Downed State Changes (Preview)

  • Players electing to Bleed Out can do so faster, with the time now reduced to 2.5s. Note that this won’t affect your overall time to redeploy in Parrot Cam, or Spawn Screen, but will enable you to enter this state faster.
  • Players preferring to Hold On for a Medic, now have 25.6s of hold time during the downed state, increased from 21.33s.

Firestorm Changes (Preview)

  • Firestorm players will find that Weapon Skins will now apply when playing the mode, per your Company selections.
  • We’ve also been able to incorporate Manual Leaning to Firestorm, following their introduction to Core Multiplayer last month.
  • The Commando Carbine, VGO and LS/26 can now be found on Halvoy too.

TDM Changes (Preview)

  • Team Deathmatch fans will find that we’ve changed the layouts on Aerodrome, Devastation, Narvik, and Fjell 652. We have some pretty detailed notes coming through on this that we’ll share alongside the update notes when they drop next week.
  • The goal of these changes are to increase the intensity and give people a more consistent experience when playing team deathmatch overall, by reducing the size of combat areas and also putting the focus on specific map locations.

Frontline Changes (Preview)

  • We’ve also revisited and made some initial changes to Frontlines that hopefully help to encourage better objective play in the mode. We’ll be keen to give this a good deal of focus during Tides of War in Chapter 4 to learn more about how this changes player behaviour on the mode.
  • The areas we’ve focused on for this update are changes to Round length, reducing instances of Objective “Ping-pong”, improving Accessibility, and changes to Vehicle spawning that ensure vehicles reach the shifting front line faster.

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Col-Squirrel

Releases June 25th

Hello, Battlefield™ V players, and welcome to the June update!

This is a larger update that adds content for Tides of War and the Armory, as well as several quality-of-life improvements and bug fixes. The most noteworthy of our issue fixes are those addressing performance when firing or getting fired at, which in some cases could cause frame spikes. We’re bringing tweaks to weapons, vehicles, and soldier behavior, too.

The full notes are listed below. You can also jump into the notes on the Battlefield™ Forums and Reddit to join the discussion and keep the feedback coming.

VEHICLE FIXES

  • Airplane engine sounds no longer play repeatedly during flybys.
  • Fixed an issue where the Churchill Crocodile turret could be disabled and was unable to be repaired.
  • The FlaK 38 no longer scores points from glancing blows against an unmanned Sd.kfz 251.
  • Fixed a bug that allowed players to spot enemies with stationary weapons.
  • Added the new cooking destruction animation to the Churchill Crocodile reinforcement tank.
  • Squad leaders are now able to give squad orders while in the bottom gunner seat in the JU-88 C as well as the flamethrower/front gunner seat in the Churchill Crocodile.
  • Fixed an issue with the visual dust effect on some moving tanks.
  • The Pak40 and QF 6-pounder anti-tank stationary weapons will no longer automatically reload while the player is in zoomed mode.

WEAPON, GADGET, AND SPECIALIZATION FIXES

  • Changed the Boys AT rifle magazine to contain five (plus one) bullets.
  • A Boys AT rifle with a medium range scope now correctly shows scope glint.
  • Bipods now deploy and undeploy with better response. Previously, the game checked whether the bipod should deploy or undeploy every 0.3 seconds. That is now every 0.1 seconds.

Medical and Ammo Crates

  • Players that have selected the Medical Crate or the Ammo Crate can now be seen holding it in one hand when viewed in third person.
  • Adjusted the Medical Crate’s healing radius to four meters when deployed and carried.
  • The Medical Crate owner is now awarded healing score when the crate’s aura heals friendly players.
  • When deployed or selected, the Ammo Crate now also resupplies your teammates’ primary and secondary ammo within a four-meter radius. It also gives score for it, similar to the Medical Crate.
  • The Ammo Crate owner earns resupply score when the crate’s aura resupplies friendly players.
  • Ammo and Medical Crates now collide with vehicles. This means the crates can be placed on top of vehicles and will remain in place when driving around (in other words: the heal-mobile has returned)!

AP Mines

  • Explosion delay after activation has been increased to one second from 0.7 second.
  • Activation radius has been increased by 20%.
  • Blast radius size has been increased to seven meters from six meters to align with activation delay.
  • Max damage in blast radius has been increased to 1.5 meters from one meter to align with activation delay.
  • The explosion blast now occurs within an upwards facing half sphere that spawns 0.8 meters above the ground instead of a full radius.
  • Players can now avoid blast damage from the AP Mine if they manage to go prone in time. Going from sprinting to prone is less likely to allow the player to survive, as the transition is longer than a simple stand to prone transition.
  • Max amount of placeable AP Mines has been reduced to two from three.
  • Minimum distance between deployed AP Mines has been increased to 3.6 meters (from 0.7 meters).
  • Deployed AP Mines are now unspawned one second after the player dies and moves to the spawn screen or parrot cam.
  • Moving while prone or crouched (but not crouch-sprinting) will no longer trigger the AP Mine in some scenarios.

PIAT

  • One-shot-kill radius against infantry has been reduced to 0.25 meters.
  • Splash damage now deals a minimum of 55 damage against infantry up to three meters.

Rifle Grenade Launcher

  • Maximum blast damage reduced to 80 from 100.
  • Blast radius increased to five meters from four meters.
  • Quick-thinking players can now throw back the weapon’s grenade (similar to regular Frag Grenades). Good luck with that!
  • The grenade projectile is now also represented as a grenade icon on the battlefield, just like the Frag Grenade is.

AT Grenade Pistol

  • The damage on impact against infantry has been lowered from 100 to 98.

Other Weapon Fixes

  • The MG34 now applies skins properly on the magazine if the Double Drum Magazine Specialization is selected.
  • Improved the hitbox on Incendiary Grenades to better match the visual effect.
  • Fixed the missing reload animation for the Krag-Jörgensen.
  • Fixed an issue where the firing of the Flare Gun would be delayed after a reload.

SOLDIER FIXES

  • Players are no longer able to enter a bleed out state when getting killed outside of the combat area.
  • Improved the behavior of exiting the gunner seat of a tank while the vehicle is upside down, reducing the risk of falling below the ground.
  • Adjusted how fast the explosion detection happens when moving to another stance. This should make for a more consistent experience relative to what is happening in first person.
  • Fixed issues where the detection of explosions and incendiary damage on soldiers would be larger than the size of the soldier in multiple stances.
  • Increased consistency on soldier accelerations.
  • Increased distance at which downed players can be notified of incoming Medics (that have confirmed that they’re en route) from 25 meters to 50 meters. 25 meters is still the max for nearby Medics.
  • Players can bleed out faster in the man down state:
  • Bleed out timer speed multiplier has been increased from 2.67x to 3.2x. This means players can bleed out in 2.5 seconds instead of 3.5 seconds.
  • Players can hold on for longer in the man down state:
  • Hold-on timer speed multiplier has been increased from 2.67x to 3.2x. This means players can hold on for 25.6 seconds instead of 21.33 seconds.
  • Manual leaning can now be used in Firestorm.

MAP AND MODE FIXES

  • Fixed an issue which caused the “near end of round” music to play during the entire round.
  • Firestorm: Recently, the Excavation Site in the southwest mountains, previously deemed to be insignificant, has been the scene of feverish activity, and a large dome-like structure now covers the entire site. Large quantities of material and machinery continues to be transported to the site daily. Whatever is being built does not yet appear to be operational.
  • Firestorm: Fixed a bug that was causing graphical artifacts on the world geometry over longer distances while being in the airplane.
  • Firestorm: Fixed a bug that would enable spotting right after jumping out of an airplane.
  • Firestorm: Player-selected weapon skins are now applied to weapons found.
  • Firestorm: The Commando Carbine, VGO, and Lahti-Saloranta M/26 can now be found on Halvøy.
  • Firestorm: Ammo and health interaction icons at a distance have been added.
  • Squad Conquest on Fjell 652: Removed spawn points that were placed out of the combat area.
  • Squad Conquest on Fjell 652: Made the ladder on the British side indestructible.
  • Arras: A bunch of stationary MGs were unintentionally pre-built. This has been fixed.
  • Frontlines/Airborne/Rush: Arming and disarming the objectives correctly plays the animation again.
  • Frontlines/Airborne/Rush: Removed the falsely applied input restrictions while arming and disarming. This means the player can change stances while arming and disarming the bomb.
  • Frontlines/Airborne/Rush: Removed the fire barrels from the Mcom objectives. (Yeah, those weren’t cleverly placed.)
  • Frontlines/Rush: Adjusted the arm and disarm times so they reflect the settings from Battlefield™ 3.
  • Decreased the arm time from four seconds to 2.5 seconds.
  • Set the disarm time to five seconds. Previously, the length varied between five and ten seconds.
  • Frontlines/Rush: Adjusted the bomb fuse times so they reflect the settings from Battlefield 3.
  • Decreased the fuse time from 30 seconds to 25 seconds.
  • Frontlines/Rush: Adjusted the arm and disarm interaction radius to be appropriate for the objective size (big radius for the artillery cannon, small radius for the Mcom). This means the player can’t arm or disarm the Mcom from eight meters away anymore.
  • Rush: Removed the artillery call-in interactions for defenders from the Rush objectives, since artillery reinforcements are now present.
  • Team Deathmatch: Rebuilt the layout on Aerodrome, Devastation, and Fjell 652.
  • Team Deathmatch: Rebuilt the size of the layout on Narvik.
  • Frontlines: Changed the “locked objective” design a bit. It now shows the next flag immediately but with a lock icon above it that goes away when it’s available for capture.
  • Frontlines: Changed the flag capture times to promote more combat and less running and made them all more similar.
  • Three-flag layout – Flag capture time increased from 60 seconds to 75 seconds.
  • Five-flag layout – Flag capture time increased from 45 seconds to 60 seconds.
  • Seven-flag layout – Flag capture time increased from 30 seconds to 50 seconds.
  • Frontlines: The game mode timer doesn’t pause and un-pause during the round anymore.

TEAM DEATHMATCH FIXES

  • After looking at Team Deathmatch, we’ve made the decision to change the layouts on a few maps. The goal is to increase intensity and give players a more consistent experience by reducing the size of combat areas and focusing on specific map locations.
  • We’re very interested to hear your feedback on these changes and whether you prefer the new or old layouts.

Aerodrome

  • The first map we wanted to change in Team Deathmatch was Aerodrome. The old layout had interesting areas, but it was a bit unfocused and often ended up with players running back and forth, not finding fights. The new layout revolves more closely around the hangar.

Devastation

  • Devastation had the biggest Team Deathmatch layout. We’ve decided to reduce it as we want Devastation to embrace its close-quarter flavor. The new layout takes place in the run-down sections at the mall. This should mean fast-paced infantry mayhem!

Fjell 652

  • With the new layout of this map, we center around the village. The old design saw much of the fighting happening in the open, between points of interest. With this new approach, the fights should become more interesting and fast-paced.

Narvik

  • This vista had a good Team Deathmatch design, but it was slightly too big and made some of the spawns frustrating. We have removed the southern part of this layout to create a more intense experience.

FRONTLINES FIXES

For this patch, we’ve also looked at Frontlines. It’s one of our more tactical medium-scale modes, bringing very interesting and dynamic rounds as teams shift between attacking and defending. Many of you have voiced concerns and feedback about the mode (you know who you are), which has been very helpful.

We’ve gone over the mode and identified these areas that we wanted to improve with this patch:

  • Round length
  • Objective “ping-pong”
  • Accessibility
  • Vehicle spawning

Let’s go over them in detail.

Round Length
Previously, the Frontlines game mode timer was paused during shifts between objectives. We’ve determined that the massive variance of average round timer (and how much you can trust the HUD’s timer) isn’t worth it, and the pause function has been removed. This was originally added to make sure the round wouldn’t end during a transition.

Objective “Ping-Pong”
Some maps have had quite large distances between flags. Combined with a relatively short capture timer, this has created scenarios where an advancing team isn’t able to get to the next objective before it’s been captured by the defenders. We’ve tried to reduce this by adjusting some layouts, by improving the accessibility, and by increasing and normalizing capture times. The latter used to vary a lot depending on how many flags the map had, but that has been toned down.

Capture times have changed like this:

  • Three flags: from 60 seconds to 75 seconds
  • Five flags: from 45 seconds to 60 seconds
  • Seven flags: from 30 seconds to 50 seconds

Accessibility
Frontlines has had some problems with understandability. A lot of that is related to knowing where you should be at any given time – and that in turn is related to the “locked objective” mechanic. When a flag is captured in Frontlines, the next flag in order appears with a lock timer over it, and when it expires, the flag is activated. This mechanic is, however, unique to Frontlines and can be hard to understand for newbies.

With this update, we’re changing the mechanic. When one flag is captured, the next is immediately activated and visible, and the lock icon appears next to it instead. You can go to the flag as usual, but you cannot start capturing it before the lock has disappeared. Hopefully that will lead to new players advancing on the next objective even if they do not yet fully understand the rules of Frontlines.

Vehicle Spawning
On larger maps, spawning in a tank meant you set yourself up for a potentially very long drive. We’ve now added movable tank spawn positions, which means that you should spawn closer to where the infantry spawns.

UI, HUD, OPTIONS, ASSIGNMENTS, AND OTHER FIXES

  • Platoon emblems are now properly equipped to weapons when applied.
  • Corrected the requirements for the LS/26 Proficiency V and VI assignments.
  • Fixed a bug that stopped players from spawning in a land vehicle after having used the Staghound.
  • Improved the function of when a squad leader cancels a matchmaking instance. Previously, it wouldn’t always be applied to squad mates.
  • The Flakpanzer IV and Panzer 38T now show the correct number of seats on the “select vehicle” screen in the Company menu.
  • Fixed an issue that would render most of the screen as black, both on the deploy screen and when spawning at the start of a match.
  • The stationary MG on Combined Arms now shows the correct icon in the kill log.
  • Fixed an issue that would sometimes hinder a player from rejoining a server that they previously had gotten kicked from due to being idle.
  • Increased the distance at which downed players can be notified of incoming medics from 25 meters to 50 meters.

STABILITY FIXES

  • Made improvements to fix sudden frame drops occurring when firing a stationary cannon, or when getting shot while playing Firestorm.
  • Made general stability improvements.

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muskie

Thanks for the updates! Curious to see how the map changes effect TDM. 

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SecretSquirrel43
3 hours ago, Col-Squirrel said:

the Ammo Crate now also resupplies your teammates’ primary and secondary ammo within a four-meter radius.

There is no excuse for being a little ammo bandage-thingy thrower anymore. Its now a crime. 

3 hours ago, Col-Squirrel said:

Moving while prone or crouched (but not crouch-sprinting) will no longer trigger the AP Mine in some scenarios.

What scenarios do you trigger it while crouched and what scenarios don't you trigger it? Seems rather vague.

3 hours ago, Col-Squirrel said:
  • Platoon emblems are now properly equipped to weapons when applied.

We can finally have UWS emblem on guns???

Pretty good stuff. OHK infantry explosives are now gonna be way less common which is nice. The days of scrubs running PIAT and frag rifle and racking up kills easily are over.

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Col-Squirrel
16 minutes ago, SecretSquirrel43 said:

What scenarios do you trigger it while crouched and what scenarios don't you trigger it? Seems rather vague.

If I were to take a guess, its probably when you've been crouched/prone for a certain amount of time away from the AP mine.  Like if you crouch right next to it, it'll set it off, but if you are crouching and walking through a doorway it won't.  I'll have to test this when the patch comes out.

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Col-Squirrel

Also two new elites have been announced:

Norman Kingsley:

image.png.4e335c3d64e46058d2968cd5f1ea5abe.png

and Isle Schattenwolf:

image.png.1d8212757ea957cd0abc8ff6501b00ff.png

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SecretSquirrel43

Isle is getting to the right amount of edgy that would entice me to buy something.

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Zer0Wulf

🤔 maybe

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Zer0Wulf

Hey if they’re wearing something that blocks the face, @SecretSquirrel43 Is all over it.

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kk5

The patch has some rather unfortunate bugs.

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SecretSquirrel43
1 hour ago, kk5 said:

The patch has some rather unfortunate bugs.

I think we all expected that. LOL

We start off with tankskin-gate, where DICE instantly fixed a bug within an hour letting you buy epic tanks skins for CC instead of boins. Yet other rather easy fixes for client side shit took months to fix. But boins? Our precious microtransactions?? Insta fix in an hour. Jokes on you DICE i bought all the epic skins, for 33k CC a piece, just as a fuck you. I don't even use tanks.

Now I hear airplane guns have about no reg and aren't working properly. Can't say that affects me much but rip pilots.

https://www.youtube.com/watch?v=Qup_1pGD7rU

This video shows the difference for planes between client-hit and server hit. These values are seen on the right in green and red.

From reddit: I’m also now experiencing the sound of flares being fired off constantly, sort of like that airplane sound

thats a yikes. smh

And firestorm is disabled due to a matchmaking bug atm.

 

edit: my collection of tank skins. Just a surprise mechanic that gave me a sense of pride and accomplishment https://imgur.com/a/8HwihSA

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chileanjew
1 hour ago, SecretSquirrel43 said:

From reddit: I’m also now experiencing the sound of flares being fired off constantly, sort of like that airplane sound

Maybe I'll just skip this patch and wait for the next one in a month or two...

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SecretSquirrel43
13 minutes ago, chileanjew said:

Maybe I'll just skip this patch and wait for the next one in a month or two...

Dice has the best quality assurance. They test their patches completely and thoroughly. 

Honestly how hard is it to just fucking make a CTE, or hire like 500 people on low wages to test the shit out of the game on a separate server with the patch on it. DICE pays me like 10 bucks an hour to just go around and test every possible thing? Yah I'll do it.

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SecretSquirrel43

New squad bugs. Will randomly kick me out of our squads, auto join me into another one, and make me leader. Cannot join back on previous squad. Sometimes will force other members out of squads when we join. Very weird do not know full details.

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murrpheus
22 hours ago, chileanjew said:

Maybe I'll just skip this patch and wait for the next one in a month or two...

Some people have sadly chosen to skip this game entirely and wait for the next BF (bad company 3?) in a year or two.

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chileanjew
14 minutes ago, murrpheus said:

Some people have sadly chosen to skip this game entirely and wait for the next BF (bad company 3?) in a year or two.

The longer time pass, the less sad it becomes.  At first it was a meme but the more patches we get, the more bugs that come through, it honestly feels like this is just an ongoing test server.  Literally there's not much reason to defend DICE at this point.  I fought for this game for the first few months but the developers just didn't meet expectations in the slightest. 
It should NOT take a year after release to be able to enjoy the game the way it was envisioned by the developers.

I've been playing Destiny 2 these past few weeks and been having an absolute blast.  There's tons to do, it's always fun, and NO BUGS.  EVER.
So yeah don't expect to see me anymore lol.  I'm done.

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murrpheus
1 hour ago, chileanjew said:

 Literally there's not much reason to defend DICE at this point. 

This exactly this. And what @SecretSquirrel43 said.  "Dice has the best quality assurance." 

 

At the beginning, okay there were some bugs, but thats kinda expected. Then they took way too long to fix those bugs. And now the patches are

-Introducing new bugs (Torso of soldier missing, constant flare / plane sounds)

-Introducing performance issues (i saw stuttering for the first time yesterday, not lag, stuttering.)

-ONly partially fixing existing problems

 

For how fucking long has the community complained about the shitty assignment system?? And its remained the same since the start.

Think i'm gonna be taking an extended break for a while too. The only reason i still play is because the people are fun to talk to / interact with.

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Zer0Wulf

I might pick up destiny 2 or division 2 next time on sale.

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murrpheus

I wanna try out overwatch, destiny 2 (alreday have some 10 hrs into), and insurgency sandstorm as well. Just can't find the people to play with. I just find destiny 2 to be too repetitive.

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murrpheus
On 6/25/2019 at 1:27 PM, SecretSquirrel43 said:

Yet other rather easy fixes for client side shit took months to fix. But boins? Our precious microtransactions?? Insta fix in an hour.

No fixes to the client side bugs and annoyances that we face everytime we play, yet they found time to add USELESS easter eggs that absolutely no one fucking asked for.

Though at the current state the easter eggs might be more interesting than the fucking buggy game itself.

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murrpheus
Posted (edited)

Easter eggs in BFV @macgregor1964

1_oEsKCT-p_6Es2v1Sxwsy-Q.jpeg

Edited by murrpheus
Inside joke reference that @macgregor will understand
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chileanjew

 

1 hour ago, murrpheus said:

I wanna try out overwatch, destiny 2 (alreday have some 10 hrs into), and insurgency sandstorm as well. Just can't find the people to play with. I just find destiny 2 to be too repetitive.

Just sayin, if you only have 10 hours into Destiny 2, you probably haven't even cleared the latest expansion yet lol.  Tons to do man.  Also, you played the same 8 maps in BFV for like months...Destiny 2 is a huge breath of fresh air.

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SecretSquirrel43
45 minutes ago, chileanjew said:

 

Just sayin, if you only have 10 hours into Destiny 2, you probably haven't even cleared the latest expansion yet lol.  Tons to do man.  Also, you played the same 8 maps in BFV for like months...Destiny 2 is a huge breath of fresh air.

Destiny 2 just has a shit meta right now. Fucking Lord of Wolves is grade A cancer, more frustrating then the BOYS. Grinded Iron Banner for a bit and lost my mind. The raids are pretty fun, as long as you aren't playing with complete numbskulls. Tried to do Crown of Sorrows and had one guy who just missed everything, missed every pass of blessing, made the 5 of us ragequit.

Coming from BF, supers are hella annoying in PVP.

Feel free to add me on Battle.net anyone.

Secret#11641

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SecretSquirrel43

Well Tides of War is out. And Al Sundan is out.. for Team Deathmatch and squad conquest only. I was sorta wrong about that @macgregor1964

1st week reward is.... wait for it... an MMG. Just kill me now.

2nd week... face paint. 

3rd week.. Assault rifle wooh!

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murrpheus

What we were promised in the release trailer vs what  we have.

unnamed.jpg

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