Jan 30 Origin update.

The server side changelog isn't being coughed up by reputable providers at the moment but there is one thing:
We are beginning the rollout of BF4 version R21 (106318), as required by DICE. They are timing this release with a client-side update. You should shortly see your server kick all players and restart (after a warning), then go down again while the update is extracted.

We aren't allowed to give the general changelog for this release, but one public item that we have been told is that it will cap Official servers to only allowing the default number of slots for each game mode when the vars.mpExperience variable is set (which we call "Preset map cycle" on our "Easy setup" page; setting it is required to qualify for "Play now"). We have communicated to EA/DICE that this surprise change will be very much unwanted for a segment of customers, and we have explained why.

Doesn't affect us but Official servers now are default slot counts.
 
We’ve started rolling out a new Battlefield 4 game update on PC. You may experience some downtime during this rollout, as we are also updating the game servers. As usual, it will take a few hours before the majority of servers are updated.

This update is mainly designed to prepare the game for the upcoming release of the expansion pack Battlefield 4 Second Assault. Find out all about the new Mantle renderer in this news post [battlelog.battlefield.com]. We will announce the release date for this expansion pack later.

This update also includes the first release of Mantle support for Battlefield 4 on PC. This update also addresses various other items, detailed in the patch notes below.

If the game update doesn't start automatically for you, you can trigger it by going into the Origin Client, right clicking Battlefield 4 and selecting "Check for updates".

Jan 30 PC Game Update Notes

Mantle Support
The new Mantle renderer has been added in Battlefield 4. Most players can expect a performance increase by using this new low-level graphics API. Check out this news post [battlelog.battlefield.com] for the full details on Mantle, what the requirements are to run it, and how to enable it.

CPU/GPU performance and monitoring
-Tweaked and improved CPU multi-core utilization to try and avoid stuttering and low framerate due to stalls that happened on some CPU and OS configurations.
-Users can now configure and control themselves how many CPU cores should be used in the game with the new “Thread.MaxProcessorCount” settings in User.cfg.
-“Render.DrawScreenInfo 1” now also shows information about which CPU and GPU is in the system, how many GPUs & CPU cores are used and which renderer (DirectX 11 or Mantle) is active
-Added new “PerfOverlay.FrameFileLogEnable” command that records frame times on CPU & GPU and logs out to a .csv file
-AMD Catalyst driver 13.12 (or later) is now recommended instead of 13.9
-Enabled tile-based compute shader lighting optimization on Nvidia for improved GPU performance (already active on AMD GPUs)
-Improved performance with rendering and spotlights for all GPUs, primarily in in-door environments

DMR Balance Tweaks
-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.

Other Items
-Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing
-Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot
-Fixed an issue in Squad Deathmatch where the “Win/Lose” text was overlapping
-Fixed an issue with players using an exploit for the SOFLAM
-Fixed an issue with players using an exploit for the MAV
-Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu
-Fixed an issue where chat would break when entering "false" or "true" in the chat window
-Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry
-Fixed the misaligned crosshairs on the T90 MBT
-Added setting to tweak joystick dead zone
-Various minor crash fixes
 
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new weapons balance

Pump Action Shotguns

  • 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

  • Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
General

  • 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.
  • 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.
  • 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.
The Heavy Barrel and LMG accuracy changes will be most welcome, I suspect. The barrel's steep recoil penalty didn't fare well against alternative attachments such as the compensator and muzzle brake, but these changes should turn the Heavy Barrel into a viable choice for those who prefer mobile, patient plinking at range. LMGs getting a little love is good news all around—their massive magazines and high rates of fire are already attractive for close quarters play, and shrinking down bullet spread while aiming will definitely make things interesting for chaotic maps like Operation Locker
 
may want to keep an eye on server and server settings... the servers have crashed quite a few times
 
I amcurious about the sflam and mav expolits that were being used. Shocking there is no suav tweak.
 
Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry

I saw this where a player got ejected from a helo when it exploded and he and his buddies were able to run around on the ground causing havoc with stingers...totally funny.
 
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