Battlefield 4 CTE Patch: Visual Recoil & Movement Changes Explained

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Published on ● Video Link: https://www.youtube.com/watch?v=E7c4n2kzUo0



Battlefield 4
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Duration: 8:04
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Hey guys! In today's video we discuss the new visual recoil system from the CTE, which allows you to shoot where you are actually pointing at. Also some changes regarding the players movement have been introduced as well as an abundance of grenade tweaks to make them less spamable. A lot of work went into this one so if you could help me out with an upvote that would mean a lot: http://redd.it/2bp84n

Parallax Free Sights Video: https://www.youtube.com/watch?v=waeYp90OpHk
Signing up for the CTE: http://cte.battlelog.com/bf4/communitytest/

My G2A Store: https://www.g2a.com/r/speedbre4ker
Twitter: https://twitter.com/Speedbre4ker
Twitch: http://www.twitch.tv/speedbre4ker
Facebook: http://www.facebook.com/speedbre4ker

PATCH #13 CHANGES
http://imgur.com/a/xb6MJ

UI TRIAGE
- Now drawing the squad leader/commander objective orders in the game status UI (good for hardcore!)
- Moved the chainlink HUD a bit down so it doesnt overlap scoring messages
- Made chainlink UI use the same “physics” effect as other UI elements on the HUD
- Fixed an issue where the flashbang icons fading out feature broke the HUD visibility options for icons
- Fixed a bug where remote controlled vehicles won’t show the vehicle health in the HUD
- Revive HUD world icon now uses the visibility setting for the health bar/revive timer instead of the one for the main soldier icon
- Minimap Scaling:
Implemented scaling of commander related minimap assets.
Visibility now independent from the HUD visibility option
Added option for setting the minimap icons size and visibility independently from the background

SOLDIER MOVEMENT
- Third person crouch tweaks:
One of the problems with “death behind cover” is crouching. As crouching is a finite state – we cannot predict if a player will crouch in the same manner we predict movement. This in combination with our client side authorative damage model means there is currently a possibility to get a pretty severe delay when crouching behind cover on someone elses side (and being able to damage it).We have tried to mitigate this by making crouch animations in third person quicker (in the beginning) – which should get rid of the worst of these issues.
- These are transitions touched:
Transition Stand → StandToCrouch_Node
Transition Run → StandToCrouch_Node
Transition Run → Sneak_Node
Transition StandTurn → Sneak_Node
Transition Walk → Sneak_Node
Transition Sprint → Sneak_Node
- Sprint accelleration tweaked to match that of general movement:
You now reach top speed faster/more directly and it vibes better with the previous change (no change to top sprint speed).

VISUAL RECOIL
- TEST: M9 Pistol now has a single fire animation
This test is an answer to feedback we’ve gotten where the pistols “kick” and the way it randomly picks an animation was called out at something that makes it hard to hit targets (without adding depth). We’ve as a test removed all but one animation on the M9 pistol – to see what that does to shooting the gun.
- TEST: New Red Dot is now smaller on request (feedback in forum!)
Pending this works out – we will look at replacing the other “red” (really pink) sights with this more red and “red-light” looking version
- Tweaked size of Pistol Delta sight down a notch
- Fixed visual issues for ALL weapons (find any issues? report them in forum!)
PWD, LMG, Sniper Rifles, DMR, Shotguns

GAME MODES
- Obliteration Competitive:
Bombs can now be placed in any order.
Reduced bomb disarm time from 10s → 8s. There is a 3s warmup when defusing.
Reduced radar sweep on home bases to 40 meters on competitive.
- Chain Link:
Decreased the rate of ticker bleeding by 40%.
Increased round timer to 30 minutes.

WEAPON/GADGET BALANCE
Grenade Balancing
- 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
40mm 3GL 8s → 18s
40mm Smoke 2.5s → 5s (matching flashbang now)
40mm LVG/HE 8s → 9s

PATCH #12 CHANGES
http://imgur.com/a/yej3c







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