2013-12-07 10:52 , edited 2014-05-05 07:23 by CrystaIDragon

1) Countermeasures. They need a faster reload, especially now with the brand new variety of lockons for infantry and vehicles. When you have a boat, an MAA, two jets and many stiglas waiting for you 25 seconds are simply ridiculous. Before everything else, bring back Gunner Stealth, then, 15-18s for flares and ECM would be a better choice at least for choppers, even because MAA has 4 missiles and a single flare/ecm deployment is useless without finding a cover. ECM are still bugged and unreliable, but I'll talk about bugs later. After this change, you could tweak heatseekers and passive radar to make them more powerful (e.g. 45hp dmg for HS, 50hp dmg for PR) and faster to reload.

and the no cannon screenshake bug triggered by selecting the TV must be fixed (bug section for more infos)

and it shouldn't affect the TV missile

1. TV no screenshake bug, from the early BF3 to the early BF4, the no gun shake bug is still here (in Viper and Havoc), and gamebreaking as before ( https://www.youtube.com/watch?v=dBk3c3Lpl-Y), [youtube.com] it makes hovercamping with zoom+tapfire really effective. All you need is to select the TV missile and the cannon will stop shaking.

6. Lockon missiles make the chopper flip. I hope that this isn't intended, because if you take 2 heatseekers you'll get a mobility hit, then the flipping would make it totally redundant because you can't set upwards the chopper before crashing. It's like when in early BF3 the jet cannon caused chopper barrel rolls because of a wrong force applied to the gun. Proof: http://www.youtube.com/watch?v=DGESXEuYiMw. [youtube.com]

Active Radar missiles are totally OP at the moment. They are not avoidable with countermeasures because the reaction time left is really too short. Even with a range nerf and below radar as previously I suggested, I think that they should give you more time to use the countermeasures between the lock and the hit, because now they're a nonsense ( https://www.youtube.com/watch?v=C4W-llE4VgY) [youtube.com] and even MAA users admit that they're not balanced.

ECM no longer hide you from the enemy air radar (same situation for jets), I think that’s related with the removal of below radar, but it was very helpful in chopper vs jet situations, you should put back this feature;

After the glorious success of the TV missile thread ( http://battlelog.battlefield.com/bf4/forum/threadview/2955065670155157735/), [battlelog.battlefield.com] and considering the lack of a proper thread, I want to try to start the discussion about the whole chopper gameplay. I know that this could potentially become an air whores vs ground whiners war, but I'll try to keep it constructive.TWEAKED! (even if 15s would be better)The range of both MAA and attack chopper is so vast that both can stay the entire round over the own mainbase and spam shit while covered by the SAA. As demize said on twitter, horbit campers are boring, and now I can say, main base MAA campers are boring too. To fix this situation, you must firstly tweak the countermeasures cooldown, and then reduce both MAA and chopper effectiveness at long range. For example, you could increase MAA spread and remove chopper zoom optic, or you could just make 3D spot icons fade over 250-300m. Both vehicles should fight way closer to the battlefield(FIXED!).Due to the huge amount of lockons in the game, I would reintroduce a BF3 style below radar working against radar guided weapons ONLY, but that could eventually block other lockon sources if the air vehicle is landed (to prevent spawnrape). Therefore:25m or below > immune to passive radar and active radar1m or below > immune to heatseekers, stinger and iglaThe new double ceiling feature is totally worthless to achieve the purpose of Demize. Horbitcamping was the result of the high amount of lockons in BF3 combined with the unreliability of countermeasures and with the exploitation of:◦ No cannon shake bug + zoom optic + 3D spot + tapfire to avoid spread;◦ Gun range (over 1000m);◦ Guided rockets.At the moment every issue is in BF4 too (except for guided rockets, smart rockets aren't fortunately a legal aimbot anymore) all you need is just camp farther instead of higher to stay out of ranges. The lower ceiling instead makes jets even more OP against choppers:If before a good chopper crew could try to counter a top attacking jet by gaining altitude and trying to aim it (struggling against the pointless pitch/roll limitation) to use gun and TV, now the jet can kill while staying totally safe, because:◦ Gun is much weaker againt vehicles (good thing, but there must be a valid alternative);◦ TV missile stalls at the chopper ceiling and is not 1hk anymore (this was the best counter despite the tons of bugs, now it's totally useless).And with an effective weapon the chopper would be still totally sentenced, because the jet can simply do many fake top attacks to make you waste TV or crash to the ground like top jet pilots did in BF3 (when they were totally untouchable in a jet vs chopper situation). The ceiling of the chopper must be increased to ~500m in every JET map, to give choppers a chance to counter a top attack.Just read my Serious TV Missile rebalance thread ( http://battlelog.battlefield.com/bf4/forum/threadview/2955065219023645650/); [battlelog.battlefield.com]tl;dr: put back a BF3 style TV missile with less range (12s reload, 30s replenish, 1hk on air vehicles, 60hp on armors, 80hp on transport chopper, 600m range)The list of bugs is quite disarming, there is the entire set of old bugs (even bugs already corrected in BF3) plus new stuff:FIXED!2. TV suicide bug, back from the past the old gamebreaking bug is again here, on choppers, attack jets and boats.Our hero, Gustav Halling, fixed it in BF3 some patches ago with a not so elegant method: https://www.youtube.com/watch?v=ulAZl6ELWMg [youtube.com]Basically the TV obtained his hitbox only after some meters to avoid collisions with the vehicle at certain speeds and directions, too many meters I would add. I hope that the new fix will be a bit less drastic in therms of distance. By the way, the new missile will leave you with 80hp instead of killing the chopper like in BF3, that's the only good aspect of the new 2hk TV lol.3. TV hitreg problems are still here too, like dusts (hit, explosion, no damage), dust zones and ghost hits ( https://www.youtube.com/watch?v=9sOWOQSuHRk). [youtube.com] The first issues is probably related with server side hitreg problems because even tanks can dust on vehicles, the second is probably related with an old BF3 problem, the wrong synchrony between the TV camera and the missile model/hitbox ( http://www.mordorhq.com/showthread.php?12081-TV-missile-is-not-where-you-think!); [mordorhq.com] I don't know if you can fix them, but at least you should try to reduce the camera-TV delay and find the cause of dusts (in BF3 hitting an F18 was a 100% dust except for nose and backbone hits where the dust rate was like 20%).4. TV missile stuck under ground bug, less usual but still annoying, it randomly happens after a TV hit and leaves you stuck in the TV camera under the ground until you fire a second TV. In the meantime you can't do anything except for hearing battle sounds. Proof: https://www.youtube.com/watch?v=7aWIYBJdJ2E [youtube.com] - UPDATE: under investigation ( https://twitter.com/dan_mitre/statuses/458673482411552770) [twitter.com]5. TV missile crooked exit point, a new brand annoying bug that make more difficult the TV usage for both pilot and gunner. If in BF3 the pilot could learn the exact TV exit point even without a proper crosshair, in BF4 this is totally impossible, because the TV missile doesn't exit where the gunner see the crosshair. The gunner uses the crosshair to aim something, fires the missile... and the TV goes in a different direction!Going to be fixed soon™7. Unreliable ECM bug, probably related with server latencies, it happens when you deploy the ECM before hearing the missile incoming warning, then the missile ignores them and start chasing the chopper. Pilots learned to go near the ground and make the missiles crash on solid targets, but at the moment they're totally unreliable, you should add a double check on both clients to inhibit the locking when the server receive the ECM deployment feed.8. When you go in the TV missile view, the cannon turret is still controllable by moving mouse; this is a minor bug, but it could have some sort of effect on the crooked exit point of the missile.EDIT: you can find many bugs displayed here -> https://www.youtube.com/watch?v=byuhds20tyk [youtube.com]FIXED!FIXED!◦ The current TOW guidance system is a bit awkward, you should let the pilot guide it with the free-look instead of forcing him to move the entire chopper.◦ Non-bullet proof cockpit makes stealing chopper too easy! With the current weak cannon in a chopper gun battle you can simply kill the crew and keep the vehicle intact. This situation can be exploited in both public and competitive matches to steal without efforts the enemy chopper and break the balance of the game.