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Another tip which i didn't realise until yesterday, you can apply your 50% and 25% XP Boosts when you join a server and on the 'Options' menu hit Square to apply one you got from a Battlepack. I believe it runs for an hour of game time.
Have been running loads of those, every time you open a battlepack there's usually a boost in there.
The tricky part is to use the better ones (have one 100% boost) before you're on a roll.
A tip on weapons... But assuming you might've figured it out already. Guns with burst modes are usually really good in burst mode compared to full auto(especially AKU-12 and the AEK). That's because of a little change they did from BF3. - Every gun has a value for the recoil which affects how much it climbs for every shot. - But there is also a first shot multiplier for every gun, which makes the first shot have higher recoil than the others. This value differs quite a lot, which is why some guns are better than other when you tap shot.
The big difference in BF4 is that when you switch to burst mode, that "First" shot multiplier applies to the third shot in the burst (some guns have 2-round burst). So if you fire 3 rounds in full auto, the first shot will have a heavy recoil, and the 2nd and third shot will be slightly off. But if you fire 3 shots in burst mode, all three shots will have normal recoil, and only after the third shot will the recoil multiplier kick in.
Also, the AKU-12 has a better rate of fire (750 rpm) in burst mode compared to auto (680 rpm).
Yeah exactly, I knew that.
Another tip, don't shoot before aiming down your sight, if you do that during the animation you will actually get hip-fire accuracy once you've reached the sight.
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“sound loop” deadlock when running High/Ultra graphics settings -Added a warning for using Legacy AMD drivers that were out of date -Fixed a player feedback timing issue where blood was appearing before other damage indicators, and before damage was actually done -Fixed a bug where players’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. Vehicles with lower health points, like aircraft and transport vehicles, now repair more slowly than before -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 M1 Abrams 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
As millions of players dive into the game, new gameplay styles emerge, and with them the need to keep fine-tuning the core gameplay elements. In this post, we’ll talk about the upcoming Battlefield 4 tweaks that we have planned, based on your feedback. These changes are all slotted to go live in a future game update. Stay tuned for more, and let us know what you think in the comments below.
The Battlefield 4 helis are being carefully tweaked to further improve game balance. UPCOMING VEHICLE TWEAKS
Aircraft and Anti-Aircraft 1) Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4. The total carried missiles were making it impossible for helicopters to use counter measures to avoid the MAA’s attacks.
2) Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON. This reduction reduces the distance projectiles will travel and should prevent situations where the MAA could engage enemy vehicles without leaving its protected home base. The damage of the cannons remains unchanged, and aircraft, especially helicopters, should remain wary of getting too close to a MAA.
3) Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
4) 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. The missiles were previously too easy to aim at long range, making them a guaranteed hit and a clear advantage over the other missile types.
5) 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.
6) 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.
7) Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS. These weapons were too effective against infantry with a higher splash, making them a clear choice over the 7.62 MINIGUNS in all combat situations. The 25MM CANNONS are intended to give the Scout Helicopter some measure of effectiveness against vehicles, at a clear trade off in effectiveness vs. infantry.
Tanks and Anti-Tank 1) 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. This keeps the MBT LAW in its role of an easy to use, fire and forget weapon available to all Engineers, while also balancing it with the other rocket launchers in favor of skilled AT shots. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
2) Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
3) Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. Players will now need to be craftier when placing the M2 SLAM in order to get the full damage potential of this ambush anti vehicle weapon. This change is to primarily counter a tactic of placing 3 mines in the same spot to guarantee a kill on any vehicle passing within 6m. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
4) 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.
Dunno why they're nerfing MBT LAW's and M2's, i barely see anyone using them other than me. :/ And they're not OP, the damage is already low on them.
I like the nerfs to the AA/MAA, as I love to fly the heli's and any person with half a brain in an MAA could basically control the whole map with 6 rockets and a 20MM cannon that had unlimited reach.
Hmmm... They nerfed the 25MM on the scout though because "making them a clear choice over the 7.62 MINIGUNS in all combat situations", but in my opinion that's because the 7.62 minigun is useless, not because the 25MM was overpowered. I'm having a problem getting kills with the miniguns even on hardcore.
DMRs 1) 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.
Pump Action Shotguns 1) Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming. The accuracy has been approximately doubled. These weapons did not have any available barrels or grips that would allow a player to enhance their aimed accuracy. This change should make the use of pump action weapons with slugs much more viable at medium and close range by allowing more accurate fire.
Carbines 1) Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
General 1) Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire. Previously, if a player began firing before aiming, he would keep his hip inaccuracy while aimed, until he stopped firing. This was especially obvious with LMGs on the move. Players will now only be subject to the maximum aimed inaccuracy after the transition. While still terribly inaccurate, this allows for substantially more accurate fire than the old method and should allow players with LMGs to panic fire in close quarters, provided they are aiming.
2) 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.
3) 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.
Starting using a DMR for the first time last week, it seemed ok, didn't quite get the fuss about them being under-powered. Hope they don't become too widely used.
And Battlefield Player Appreciation Month
Quote:
To thank you for your dedication and support, I’d like to announce the Battlefield 4 Player Appreciation Month. Starting on Saturday, February 1, DICE is saying THANK YOU to all players by hosting a month filled with fun community missions and daily giveaways that you get just for jumping into a match.
We appreciate all of the great feedback you continue to provide about all aspects of Battlefield 4. We take this very seriously, and hearing directly from you has helped to make the experience better. The latest information on our game updates can always be found in the BF4 Control Room, including a few new additions that I’m pleased to say are coming soon. First, we are further improving a number of items commonly referred to as “netcode”. This will tighten the overall multiplayer experience, and we will be able to share these items with you in detail soon. In February, we’re also re-introducing the fan favorite feature Platoons in its first iteration. In this added social layer, you can team up with your friends to create your own social space and accumulate stats together. We’re also working on other feature additions that you’ve been asking for – stay tuned for more.
Now, let me walk you through some of the initiatives that we will be launching during Player Appreciation Month. We will have more announcements to make in the upcoming weeks, but below are some of the highlights.
A Battlepack a Day Every day that you log into the game in February, you’ll receive a Bronze or Silver Battlepack. For those of you who haven’t started opening your earned packs yet, these Battlepacks contain bonuses like XP Boosts and soldier camos. Normally, it would take approximately 30 hours gameplay to earn that many packs. Every day that you log a multiplayer game during the month of February, you will receive a new Battlepack. During weekdays, these will be Bronze, and during Saturdays and Sundays we will give away Silver Battlepacks. Remember to activate your earned XP boosts in the in-game menu to accelerate your progress.
Shortcut Bundles We are preparing two shortcut bundles for Battlefield 4 that we will make available for download at no cost during the Player Appreciation Month. These voluntary shortcut bundles will unlock all grenades and handguns for Battlefield 4 (the base game) so you can make up for lost time. Or if you’re new to the game, they will help you catch up with players who have been on the Battlefield since launch. We will get back to you with more details once we have set release dates for these items.
For all of our Battlefield 4 Premium users, we’re adding two additional weapon shortcuts, unlocking DMR’s and shotguns. That way, if you like, you can quickly get your hands on a large portion of the weapons available in Battlefield 4.
Double XP Weekend During the Player Appreciation Month, we’ll be running a double XP weekend for all players. If you’re one of our many Battlefield 4 Premium members, you’ll also get an additional double XP weekend during the Player Appreciation Month as an added bonus.
Community Missions You will be able to participate in global DICE Community Missions where you will work together to unlock Gold Battlepacks. During the first of these Community-wide challenges, we will ask you to grab a set number of dog tags during a specified time. More details on this first Community Mission in Battlefield 4 to follow.
DICE Developer Talks Increased developer interaction and transparency on how we work is frequently requested from our fans. During Player Appreciation Month, we will host a number of interviews with some of the core developers of Battlefield 4. In these interviews, you can ask them about their line of work, the effort they’ve put into Battlefield 4, or in the case of our core gameplay designer, what the balancing process of Battlefield 4 looks like. We will announce the dates and channels for these developer interviews as the Player Appreciation Month kicks off.
We’re going to have more information available on each of the Battlefield 4 Player Appreciation Month activities throughout February. Check back here for those details.
If you are currently playing Battlefield 4, we hope you enjoy this month-long community appreciation. If you haven’t played in a little while, it’s a great time to get back in the game. Whoever you are, we appreciate the time you spend with Battlefield 4, we thank you for your support and we hope to keep hearing from you on the Battlefield 4 forums on Battlelog. Here’s to a great 2014!
Karl Magnus Troedsson, DICE VP & GM
Would be nice if they appreciated us enough to release Second Assault, its obviously done, its been out on Xbox One since December. :/
Yeah, looking forward to SA, I really haven't fallen in love with any of the current maps, including CR. They're ok I guess, but nothing really memorable.
I've used the DMR's a lot, but I only play hardcore and there they are a 2-hit kill to the body at any range (30 damage). I guess they gonna update the minimum damage to 34 instead, so as DICE mentioned, becomes 3-hit kills on Normal settings (and they'd still be 2 hit-kills on HC, including one leg/arm hit).
A DMR as assault, coupled with an underbarrel M26 Mass is my favourite setup. Deadly on all ranges.
Yeah, looking forward to SA, I really haven't fallen in love with any of the current maps, including CR. They're ok I guess, but nothing really memorable.
Really? I must admit i had a bit of a moan about the maps at first, but the layouts have really grown on me. Think they've designed the maps quite well, so there are some nice infantry battles to be had without being over-run by vehicles, Flood Zone, Seige of Shanghai, Dawnbreaker and Zavod. Flood Zone and Zavod in particular are very cleverly designed imo.
Leveolution makes them really memorable as well.
Also love a bit of Domination when i fancy a quick infantry game, it plays a lot less like a cluster-fuck than it was on BF3, and a lot more like CoD Domination.
nah, I'm missing the Karkand maps, mostly because of how "medium sized" they are in the infantry modes.
Been playing "defuse" a few times on BF4, and while the mode itself is great (one lifer) DICE have, just like with Deathmatch, used so small and boring areas for these modes. They could easily be extended to a little larger sized maps, and I would play a lot more TDM, SQDM and Defuse.
Soon, fans of Battlefield 4 will be able to come together as one persistent unit and show the world where they belong. Rolling out starting February 27 as part of the Player Appreciation Month, the first iteration of Platoons is coming to Battlefield 4.
Show the World Where You Belong Platoons in Battlefield 4 is a way for you and your friends to get together, organize yourselves, communicate, and fight together to improve your Platoon. Whether you want to share experiences in a more private space, or show the world who has the most skilled, most awesome Battlefield 4 team around, Platoons is the way to go.
Platoons in a Nutshell So what can you expect when Platoons launches during this and next week? Let’s look at the main features you will have access to in the first iteration of Platoons:
• The ability to create and join a Platoon for up to 100 members. • Basic Platoon management such as inviting, applying, and promoting/demoting members. • A private and public Platoon feed, where you can communicate and coordinate. • A Platoon emblem and tag that all members can easily apply. • The ability to earn stats for your Platoon and rank it up, and see all the matches you played together.
Our goal is to make it both fun and easy for you to get organized and be part of the best Battlefield 4 Platoon ever created. Whether you want to discuss your past games and plan the next, or get competitive and see who your Platoon is up against, the feature will be as powerful and intuitive as possible.
Make Your Platoon Stand Out There will be several different customization options for your Platoon. Apart from setting a Platoon name and 4-character tag, you will of course also be able to design your very own Platoon emblem, which all members can easily use as their own. If the emblem gets updated, for example, you don’t need to worry; the changes will automatically be applied and your Platoon tag and emblem will without extra effort follow you in-game. Besides that, you can write a presentation text for your Platoon and set the address for your website, if your Platoon has one.
Earn Stats for your Platoon and Rank Up Platoons for Battlefield 4 also feature a brand new progression and stats system. In order to earn stats, four players from the same active Platoon must play together in the same round of BF4, and then your core stats will be either averaged or accumulated and applied to the Platoon. Best of all, you will earn score for your Platoon, so you can rank it up (initially, ranks 1-10 will be available, with more ranks to come). Other stats such as Kill/Death Ratio, Score per Minute, and Skill will also be shown for your Platoon.
Discuss your Matches and Have Fun in the Feed The core way to communicate within your Platoon is through the feed, which has both a public and a private section. In the public section, you can allow anyone to leave a message, whereas the private area is for members only. All messages can be commented on, leaders will be able to sticky messages to the top of the feed, and perhaps best of all, you can subscribe to messages, so that every time someone comments on it, you will receive a notification, so you can return to follow up.
Rolling out on February 27 We will begin to open up for Platoons on Battlelog on February 27, with some players getting access slightly before others in order to ensure proper feature stability. When it is launched during this week and next, everyone will be able to join a Platoon, but Battlefield 4 Premium and a soldier with at least rank 10 will be required to create your own Platoon. The system is also completely platform agnostic, so anyone can join a Platoon no matter where they play Battlefield 4.
It is important for us to clarify that this is the first iteration of Platoons. We will continue to work on the feature to refine and expand it, but now we will finally have the opportunity to see it in action and get some real-world feedback. Now is the time for all our players to tell us what they like, what they want improved, and what they want to see next.
Don’t hesitate to tell us what you expect from the upcoming feature, and what can be improved once it’s live. We appreciate your questions and feedback!
The Server Browser is definately not working/broken. When you apply the filters, i reckon you see maybe 5% of actual servers.
Haven't been able to find any Domination and hardly any Obliteration servers since Friday. But went to Server History and saw a load of servers which just weren't showing up in the filters.
I haven't seen them acknowledge this problem yet. :/ I was starting to think the player count was just so low, no-one was playing, but its definately the browser. I would use Quickmatch but i dunno whather that puts you in European servers.
I noticed on friday I had problems as well. But I fiddled around with the server filter, and could then see all servers as before.
Can't remember what I did though. I think in my filter settings, no maps were ticked (but some was showing anyway after a search)... so I think I ticked all maps. Not sure though.
We at DICE are committed to improving the overall Battlefield 4 multiplayer experience for our players. Some issues, commonly referenced in conjunction to “netcode” are preventing Battlefield 4 from performing optimally for everyone, and with this post we would like to explain what we are doing to address these problems.
Fixing the commonly nicknamed “netcode issues” – problems ranging between faulty networking latency compensation and glitches in the gameplay simulation itself – is one of the top priorities for DICE. We’d like to take a moment to discuss how we are addressing these issues, as this is a very hot topic for many of our fans.
We are working on fixing glitches in your immediate interactions with the game world: the way you move and shoot, the feedback when you’re hit, and the way other players’ actions are shown on your screen.
The game receives updates from the game server and displays these to the player using a system called latency compensation – this system makes sure players move around naturally on your screen when network updates arrive. We have found and fixed several issues with latency compensation, and thereby decreased the impressions of “one hit kills” in the game.
We have also fixed several issues that could lead to rubber banding, and we are working on fixing several more. Below you’ll find a detailed list of the issues we are focusing on, or have already adjusted in-game. We hope this gives you more insight into the “netcode” issues and we will continue to keep you updated on top issues.
What we are Fixing or Investigating
Rubber banding We have made several server optimizations that have decreased rubber banding for some players. To further address the issue, there are upcoming fixes for packet loss and a customize screen bug, both connected to the rubber banding issue. Furthermore, we will continue to collect data to pinpoint exactly when and why rubber banding is occurring.
Kill camera delay / Player death sync On some occasions, the kill camera would trigger before the game client displayed the last portion of damage being dealt, giving players the impression that they died too early. There were also issues with blood effects, damage indicators, and the health bar in the HUD being out of sync. A fix for this will be included in the next game update.
Tickrate Players have been asking whether the tickrate – how often the server will update the game world – in Battlefield 4 will be higher in the future. Though we haven’t got any immediate plans to increase the tickrate at this moment, we are exploring the possibilities of raising the tickrate on specific servers.
No registered damage We are aware of the bug where players have been firing at their opponent and not doing damage. In the February 13 game update for PC, we added a piece of code that enables us to specifically track instances where this would occur. We are currently looking at when this issue is triggered, and what causes it. The data that we receive will help us to further improve the firefights in the future.
Instant death while sprinting At certain occasions while walking or sprinting, a player could get catapulted at high speed which would cause death if any object was standing in the way. This was caused by a mathematical error in the character physics code, and we have a fix prepared for an upcoming patch.
Various Items In addition to these items, there are also fixes coming for issues with Levolution being out of sync, shots appearing to be fired in the wrong direction, and vehicles outside the infantry area not taking damage when fired at. Also, we have introduced new in-game icons that will help you, and us, to troubleshoot network related problems that could cause an inconsistent multiplayer experience.
Network Troubleshooting Icons With the January 30-31 game updates, we’ve introduced two new icons to the Battlefield 4 HUD (head-up display). These were added to the game as a way for us, and the players, to more easily troubleshoot common network-related issues that may have negative effects on the multiplayer experience.
The first icon, seen at the top in the shape of a clock, indicates that your connection to the server is lagging. There can be several reasons for this. For example, it could mean that someone else is using your connection while you are playing, but it could also mean that there is a network problem that occurred somewhere between you and the server. The effect of such lag is that it will take a bit longer for you to see what is happening in the game world. If this icon is frequently blinking, you might want to try a different server or see if you can decrease the load on your Internet connection.
The second icon, at the bottom, shows four squares that indicate packet loss. When you see this icon, your connection to the server is experiencing lost packets, which means that information is failing to reach its destination, either when your game client sends it to the server or when the server sends the information to you. Please keep in mind that packets always get lost on the Internet and that you should not be alarmed if you’re seeing this icon blinking once or twice. If you have a large amount of packet loss and see the icon often, you will probably experience game “hiccups” sometimes – action will stop for a moment, then speed ahead to catch up.
What we have Fixed
Kill card shows 0 health Kill card sometimes incorrectly displays 0 health, despite the enemy being alive. This could happen when a portion of damage dealt was rejected by the server, since the bullets that caused it were fired after the point of death for the firing player – the kill card would show the health as predicted by your game client, rather than the health confirmed by the server. An improvement that decreased the rate at which this happens went live for PC on Feb 13, and will be included in the next game update for all the platforms.
Broken collision We have fixed instances of broken collision that made it impossible for players to shoot past broken objects, such as the collapsed chimney on Zavod 311.
Crosshair disappearing, resulting in hit markers disappearing In firefights, players on PC could experience their crosshair disappearing, resulting in hit markers also disappearing. This would happen when certain gadgets were deployed by other players. A fix for this is now live.
Hit impact sounds Impact sounds did not match the number of bullet impacts, causing players to feel that they died too quickly. An improvement to this went live for PC on February 13, and will be included in the next update for all the other platforms. The cooldown time for letting bullet hits trigger the sound has been decreased considerably, so players will now hear every bullet that hits them.
Headshot icon We have re-introduced the headshot icon to help players understand when they get killed by a headshot, something that usually results in an instant death. The headshot icon went live in the January 30-31 game update for all platforms.
We want to assure you that we are constantly investigating, or already in the process of updating, all these items and several more that you’ve had concerns with – and that we will continue to do so with your help. Please continue to send us your feedback, and thank you for your continued support.
I'm done with this game until (if) they sort out the lag, its just been terrible the last few weeks. A regular occurrence at the moment is me dying in one spot with the killcam, and then seeing my own body highlighted a few feet away from where the killcam is, it just goes to show the server has no idea where i am meant to be on the map. Even in low player count maps like Domination im getting shot around corners and people shooting at me so early, there's just nothing i can do.
Is anyone else experiencing this? Because i dunno what i can do at my end. I'm on a 50MB line, with no other activity on it. People on PC are saying the game is actually quite stable at the moment.
Just seems to be empty promises on blog posts about rectifying this, if anything from my experience its got worse. :/
I'm done with this game until (if) they sort out the lag, its just been terrible the last few weeks. A regular occurrence at the moment is me dying in one spot with the killcam, and then seeing my own body highlighted a few feet away from where the killcam is, it just goes to show the server has no idea where i am meant to be on the map. Even in low player count maps like Domination im getting shot around corners and people shooting at me so early, there's just nothing i can do.
Is anyone else experiencing this? Because i dunno what i can do at my end. I'm on a 50MB line, with no other activity on it. People on PC are saying the game is actually quite stable at the moment.
Just seems to be empty promises on blog posts about rectifying this, if anything from my experience its got worse. :/
I'm having similar problems.
Quite often I die, but there's no player tag showing what killed me. I'm getting killed by someone in front of me that I can't see. And often when in a vehicle, lika a boat or heli, all of a sudden I can't move my crosshairs, only to realise 5-6 seconds later that I have been killed. Switching to grenade launcher, med kit or throwing a grenade can only be don by holding the button, a tap just dissaperas in the lag.
Played yesterday, and the lag seems to go back and forth, from bad to terrible. I've noticed that the ping status on all servers are either on 5 or 1 bars, nothing in between. And it's bad lag for an hour or so, then it's terrible or so for an hour...
I think yesterday was my last day as well until they sort it out. I really like the new maps, bright and beautiful, but this....
Yeah I don't think there's much that can be done at the minute, I'm getting similar lag to both of you, although I've rarely had the incidents of not seeing who killed me. Either I die less (definitely not the case ) or it just is happening to me less. I'm on the same connection as you though Jim.
But I'm not playing it either. YEAH. Take that EA.
Sad to hear that BF4 having problems with latency on the PS4 to the extent that you guys won't be playing it. I absolutely love playing BF4.
A bunch of work mates and I always play BF4 and the new DLC Navel Strike is very good indeed. We (I) don't seem to be having any issues online with latency. The only problem I have had with BF4 was joining party chat in the early release but this was soon fixed by Microsoft, I believe it was an EA issue causing that.
As Jimbo mentioned in the Naval thread, DICE is supposed to upgrade all their hardware, hopefully that should solve this. Just a question of when it's gonna happen.