DRUNKKZ3

DRUNKKZ3



17 May

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And there are some more changes in that update. We'll keep adjusting those crates some more moving forward (also based on feedback). Health and ammo in general is something we have in our radar and that will very likely see adjustments here and there.

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Originally posted by LameBoy-Ruuf

All planned updates aside, I hope the new crates will actually land bottom down. Too many crates on the side, I can't see what's in them unless I'm actually grabbing from them. Crate placement does need a fix, if it's a physics thing just make the bottom heavy AF so that it lands on the ground like it should instead of tipping to the side like 99% of the time.

That's fixed yes, it will now snap right before landing so that will guarantee the crate to be sitting upright. In a future update we're also going to update the crate animation itself a little bit and we're going to make it so that crates can also be deployed on vehicles (in the next patch it will fall through vehicles).

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Originally posted by Mr_Dizzles

I just want HUD symbols (on the map or 3D hud) for ammo / medic boxes dropped by players...
also, more players need to use ammo boxes... I just wanna fill up my flares man, stop throwing pouches, gimme a box!

We're looking at adding the 3D icons and minimap icons. Not in the next update but hang in there :)

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Originally posted by Shmagmyer

Can someone tell them that we're happy to see new ideas so long as our crates dont start falling through the map again :)

It won't... I'm actually fixing the fact that it doesn't stick on vehicles right now. That won't be in the next patch but that will be fixed afterwards. Health and ammo mobile will be back :)


16 May

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Originally posted by [deleted]

[deleted]

Question was for your 2nd statement :)

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Originally posted by [deleted]

[deleted]

Or is it ?

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Originally posted by Pk1980

We don't but dice designed it that way. I have no faith they'd change it to give us siege like leaning.

You'll be able to get manual leaning on L3 and R3 if you want to with custom mappings. This will disable melee in ADS in that case.


14 May

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That'll be a 2/10 for this montage.

  • Font used was not hardcore and dramatic enough (maybe u can add some blood splatters)
  • Looped audio did not have any pitch changes to destroy my eardrums

Frags were pretty good though.


10 May

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Happy that you like it!

Maybe there will be more cool improvements to soldier movements in the future ;)


07 May

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There seems to be a lot of issues between your client and the server in that video (actually unrelated to the bug you're showcasing with the soldier in T-Pose though). Where are your playing from and what server locations do you usually connect to?

What i see here is that you have about 35ms latency variation, 17% Packetloss, and your client is receiving informations at 20Hz instead of 60Hz due to your client's framerate. It is unlikely that you can have a smooth experience in those conditions.


04 May

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Sliding breaks some reload animations a little bit, we'll look into it :)

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Originally posted by [deleted]

[deleted]

Tweeting this right away


01 May

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Originally posted by PintsizedPint

I think I know what the revive icon issue is: it is displaying the timer as if one would neither call for help nor skip, resulting in the revive icon still being there despite the timer seemingly ran out (called for help) and also the timer vanishing half way through (skipped).

We're aware of that issue and working to resolve it as soon as possible. Can't tell when at this point though!

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Originally posted by LithosMike

Agreed. This looks awful. There is no point to landing without rolling... So we just added a landing animation that causes more damage than before? Great, thanks.

Both heavy landing animations (not the roll ones) have always been there, this is not new and actually has been made shorter based on this adjustment + player feedback.

Fall damage on those heavy landing animations has always been the same too.

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Originally posted by Skruddy

Yeah, it don't seem right

/u/DRUNKKZ3 , this intended or a potato?

This is intended, we were looking at having a 2nd landing roll animation for the longer falls but it turned out being really hard to get something that looks good and plays good.

The landing roll on short falls is meant to be just a little longer but not by much. What you need to keep in mind is that the camera movement of the roll in 1P is also disorienting so it adds up to not being able to engage into a gunfight as soon as you land.


30 Apr

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Can you do the same in multiplayer? I suspect that this could be an issue specific to combined arms and the practice range.

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Originally posted by Dapper004

https://www.reddit.com/r/BattlefieldV/comments/bj1ky6/new_healthdamage_bug_after_patch_you_can_shoot/?utm_medium=android_app&utm_source=share

This person recently posted this, it's PC footage Edit: no netgraph enabled, don't think, just proof of the bug existing.

Thanks! I've seen some other footage with netgraph enabled and it seems like the amount of bullets to kill is correct but the damage displayed is wrong. We're looking at it.

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Thanks for reporting this, it looks like the amount of bullets to kill displayed is accurate but the damage shown by the score log isn't.

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Thanks for reporting this! Could you record a video with the netgraph enabled (Advanced Gameplay Options) where this is visible?


29 Apr

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Originally posted by PintsizedPint

The Stuka B-1 Nitrous Specialization activation has now been correctly mapped to the left D-pad button as shown in the user interface. It was previously incorrectly set to the right D-pad.

Uhm, last time I checked (1-2 patches ago) this was not Xbox specific... On PC both nitro and bombs were activated / activated on 4 (instead of nitro being on 3).

Added a camera shake slider in advanced gameplay options that allows players to scale the strength of shakes between 50% and 100% (default is 75%).

Why not 30% as in BF1? :(

50% is equivalent to the 30% you would get in BF1 given the fact BF1 had more camera shakes before we added the slider back then.