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Next Battlefield 4 update detailed, expected September

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Posted on August 8, 2014 AT 03:10am

DICE has shared some details about Battlefield 4′s next update that is expected to be released in September.

Changes include the removal of visual recoil for close and medium range optic reticules, the tweaking of soldier movement to make it closer to Battlefield 3, the ability to customize the HUD, and more.

“As some of you may know, our team at DICE LA is working hard to finish the next game update for Battlefield 4, aiming at a release in September,” the developer wrote. “Meanwhile, we’re continuing to utilize the Battlefield 4 Community Test Environment to gather feedback and make various improvements to the game.”

You can find a full list of changes below:

Game Mode Improvements

General improvements and tweaks have been made to the following game modes: Rush, Obliteration, Obliteration Competitive, Capture the Flag and Carrier Assault.

Visual Recoil

Close and medium range optic reticules do not move with the gun any longer, however both bullet spread and bullet drop are still present.

Soldier Movement

Changes have been made to soldier movement so that it closely matches the one in Battlefield 3, but without compromising the visual fidelity. This change also makes it easier to get away from undesirable firefights.

Additionally, we’ve dampened third person hit reactions where the soldier previously moved his head around a lot when getting shot at.

HUD Triage

Focusing on clarity, and de-cluttering the HUD/UI to only show what is important – we have added several options and functionality to make your screen much less cluttered (and give you a lot of choice in making it the way you want).

Revive Mechanic Improvements

A special effort went into making revives easier to use, more robust and easier to understand. Additions include a “fully charged” paddle sound, UI indication on revive time and better networked ragdolls.

“Netcode” Improvements

Making ping differences, trade kills and kills behind cover less of an issue by lowering the time allowed to damage on the client side.

Automatic High Frequency Update setting enforced with the intent of release to all platforms, including Xbox 360 and PlayStation 3. Improvements to bullet damage times from client to client, “dusting” and de-syncs.

Vehicle Balance

Identifying and tweaking the top vehicles in need of buffs and nerfs.

Weapon Balance

We’ve focused on maintaining a consistent Time To Kill (how long an average engagement lasts for). With the changes to visual recoil, the third person hit reactions and improved “tickrates” has been sped up somewhat as we still need to balance this with damage and recoil changes.

Suppression systems has also been re-tuned and made clearer.

Matthew Bennett, Associate Editor
Matthew Bennett finally got his big break with EGM three years ago, following years of volunteer work for various sites. An ability to go many hours without sleep and a quick wit make him ideal for his role as associate editor at EGMNOW.com. He often thinks back to the days when the very idea of this career seemed like nothing but an impossible dream. Follow him on Twitter @mattyjb89. Meet the rest of the crew.

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