Type here & click enter

Here is yet more info on Battlefield 4‘s multiplayer. Lots of details have been revealed and confirmed via the E3…

No Thumbnail

Here is yet more info on Battlefield 4‘s multiplayer. Lots of details have been revealed and confirmed via the E3 multiplayer livestream, as well as during interviews with DICE representatives.

NeoGAF user Anton Sugar has compiled an impressively long list, summarising everything that is known about BF4‘s multiplayer mode thus far.

Read on to learn about the vehicle training level, the ability to toss C4 once again, “Field Upgrades” that reward team actions, and much more!

Battlefield 4Release Date: 10/29/2013Rumored (leaked?) Beta date: 09/29/2013

Media

Official TrailersBattlefield 4: Official “Siege of Shanghai” Multiplayer TrailerBattlefield 4 — E3 Multiplayer Gameplay — Best MomentsBattlefield 4: Official Commander Mode TrailerBattlefield 4: Official “Angry Sea” Single Player Gameplay VideoBattlefield 4: Official 17 Minutes “Fishing in Baku” Gameplay RevealGameplay FootageLevelCap Direct FeedOfficial GalleryExpansion Packs

China Rising: free with preorderSecond Assault: includes 4 maps from BF3Features

64 players, 60 fps confirmed for XB1 and PS4 (1080p has been mentioned, but is yet to be confirmed); expect 30 FPS, 24 players, kinda-HD for X360 and PS3Confirmed game modes: Squad Deathmatch, Conquest, Rush, and Team Deathmatch (at least 2 new game modes will come, but some from BF3 will be dropped;implied 7-10 game modes total)Hardcore modeAmmo is magazine-based, not “pool”-basedIn-game VOIPNo Battle Recorder; can rely on built in XB1 and PS4 recordersPractice mode/tutorial mode for vehiclesBetter Battlelog integration for consolesUSMC, Russia, and China factionsMaps

Siege at Shanghai (featured in E3 Pre-Alpha)“Levolution”Every map will have changes that can alter the makeup of the map/level. For example, in Siege in Shanghai, after the skyscraper falls, a small peninsula of rubble can be traversed and dust/debris in the air decreases visibility in the areaAlso refers to the verticality they want to add to maps.So far, not scripted–can take out supports to bring down skyscraperUrban areas can’t be flattened by destruction; design choice, not engine limitationImproved environmentsMetal detectors can expose you, storefront gates can be shut to cut people off, fire extinguishers create smoke screens, bollards can prevent vehicle accessWater reacts dynamically to vehicles and events (skyscraper falling)Commander ModeOne player on each side that does not occupy a player slot (64 players + 2 commanders)Can be played from console, PC, or remotely with a tablet (“Mobile Commander” mode)Scan and EMP UAVs can be deployed; vehicle scans, tomahawk missiles, infantry scans, and gunships can be deployed based on whether or not certain bases are captureSupply (ammo and medical) and vehicle dropsSet attack orders for individual squads; squad leaders can confirm that they are accepting the commander’s ordersIncluded in Conquest and Rush so farCommander persistence/skill tree“Gating” queue system that prevents everyone from being eligible as a commanderSquad leaders can initiate votekick to oust a bad commanderIf squads follow your orders, everyone receives bonus pointsCan counter commander’s abilities (scramble UAV, for example)Spectator Mode

Confirmed for PC, “we’ll see” for consoleViews: Table Top, First Person, Third Person, Free CamCan “set” up to five free cams around the map to quickly jump to certain locationUI can be turned offCan click on player from table top view and get PiP view of their screenGame Mechanics

Squad assists can count as kills if you contibuted the most to the kill (maybe >90%?)Reduced suppression: Support now contributes the most to suppression and it has a greater effect at long rangeADS near cover allows a “peak” cover system. Not sure if you can lean left/right, but seems you can pop up above cover“Click to spawn” deployment options; you can click on a spawn point or squad member to spawnInterface is muuuch less click-heavy vs BF3No in-game Killfeed (your kills are displayed in center of screen briefly) or Killcam, but this is subject to change (pre-alpha)Movement system has been tweaked for momentum; it takes a moment to get to full sprint speedDirectional callouts–the default “enemy spotted” voice seems to indicate directions/location relative to your positionHand gestures indicate commands, including spotting; multiple enemies can be spotted at a timeLadder climbing is fasterProprietary matchmaking system instead of system matchmakingSkill system, in addition to matchmaking; can set skill reqs for servers“Partial mod” support; likely to be server-side modifications (vehicle count, damage mods, player count???)No blue tint, (yet) in-game UI looks very neutralIn-game HUD shows hotkeys for different gadgets/attachments at bottom/middle of the screenWhen spawning, you’ll see live feed gameplay of wherever you choose to spawn. (squad member, vehicle, capture point, etc.)Bullet tracers and smoke trails are more prominent; grenades have smoke trailsKnife attacks can be countered by pressing button when prompted (small window)Sea Combat

Can dive to avoid gunfireCan shoot pistols under/above water while swimming (shooting underwater is very inaccurate)Can sprint swimSea combat: Jetskis, boats, and “ships” confirmed.Exiting an attack boat launches you directly into a jetski from the back of the boatVehicles

Enhanced vehicle disabling: Vehicles are disabled based on the parts that are hit; however, tires can’t be shot out (it’s not that granular)Vehicle customization/specialization is more robust than BF3AirLandLimited MBT 120mm ammo, which can regenerateSeaCan be outfitted with anti-air and anti-armor rocketsClasses, Weapons, and Equipment

All classesExcellent gallery of loadout screensFaction-specific weapons are backAll classes have access to their primary weapon class, carbines, designated marksman rifles, and shotgunsPistols can be customizedGrenades: HE, flashbang, and incendiaryTons of attachments/customizations (green hipfire laser sights, different foregrips, barrel types, bipods, silencer/flashlight combo)Over 1200 items that can be unlocked via 300 “Battlepacks”, which can be earned or boughtAttachment systemOptics: various sightsBarrel: muzzle brake, etc.Accessory: canted iron sights, laser pointer (same as BF3), green laser pointer (possibly stealthier, only shows up to enemy if directly in their eyes)Underbarrel: angled grip (lower initial recoil), vertical grip (same as BF3)AssaultPrimary: assault riflesMedic Bag: deployable healthFirst Aid Pack: You toss this onto someone. It regenerates their health, regardless of their proximity to you. If you toss onto ground, it can be picked up by someone elseDefibs need to be charged before you can pick someone up; seems they still need to be unlocked Actually, they were not in the Alpha due to a bug found at the last minuteReconPrimary: sniper riflesC4; can be thrown again, and can attach to boatsMotion sensor ball (it also seems there is TUGS, but haven’t seen it in-game; we have seen the sensor ball in-game, however)Range finder and scope zeroingAbility to use different zoom levels in one scopeSupportPrimary: LMGsAmmo bag: deployable ammoAmmo pack: ammo that can individually be given to someoneSupport has 25MM support grenade launcher, grenades explode midflight. Aim at target, then lift sights and fire and grenade explodes above targetEngineerPrimary: PDWsEngineer can carry AT Mine and Repair torch at same timeRPG, Stinger, MBT-LAWSquads

Field UpgradesTeam actions/XP build up your squad “field upgrades” meterYou get to pick your upgrade “path”; you share XP, but pick your own field upgrades–there are no more squad specializationsTwo field upgrade paths: Offensive and Defensive (more field upgrades may be added down the line)Squad wipe takes you down one level; there are four levels of field upgrades5 players per squadDefault is squad-spawn on anyone; squad leader-only spawning is server setting

Join Our Community

Join Now