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Balancing BF4: Upcoming Soldier Weapon Tweaks

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#1 wind507955

wind507955

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發表於 2014 年 01 月 29 日 - 下午 11:01

In our continued balancing blog series, we’ll talk about some of the core gameplay tweaks that we are planning for Battlefield 4.

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.

BF4-Weapon-Balancing.jpg

We’re balancing a number of weapons to highlight their intended roles on the Battlefield. Stay tuned for more upcoming tweaks in this blog series.

UPCOMING BF4 WEAPON TWEAKS

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.

Stay tuned for more confirmed tweaks that we have planned for Battlefield 4. Let us know what you think in the comments below.

 

http://blogs.battlef...ng-bf4-weapons/

 

 

1.DMRs
增加所有DMR在所有距離的傷害,特別是遠距離,只需要3發就能要命。減少了連續開槍時的準度懲罰。每把槍的增減都不一樣。

2.散彈
移動中瞄準射擊的準度提高大約一倍。沒有任何槍管和握把可以提升瞄準射擊的準度,如此獨頭彈在中距離應該能更有效。

3.卡賓
MTAR遠距離傷害削回一般卡賓的水平

4.一般

調 整從腰射到瞄準射擊時的準度變化方式。在之前,如果先開槍再瞄準,瞄准後的準度在他停止開槍前都不會增加。 。 。抱著LMG跑的玩法因此大受影響。現在他們在瞄準以後準度只會變成瞄準以後可以達到的最差準度,雖然準度還是很爛,但還是比以前那樣好。抱著LMG亂跑 的玩家如果近距離遇敵就算嚇到手抽亂掃,只要肯瞄準,也會有勝算了。

重槍管的準度加成在移動中也有效。

狙擊手開鏡動畫和準度變化得以同步,不用開鏡了再等一會,準度才能達到理想狀態。不過依然有延遲。瞬鏡是不可能的。

 


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