Battlefield 4 to have training level, C4 can be thrown again and more — tons of info detailed

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


Official Trailers
Battlefield 4: Official “Siege of Shanghai” Multiplayer Trailer
Battlefield 4 — E3 Multiplayer Gameplay — Best Moments
Battlefield 4: Official Commander Mode Trailer
Battlefield 4: Official “Angry Sea” Single Player Gameplay Video
Battlefield 4: Official 17 Minutes “Fishing in Baku” Gameplay Reveal
Gameplay Footage
LevelCap Direct Feed
Official Gallery
Expansion Packs

China Rising: free with preorder
Second Assault: includes 4 maps from BF3

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 PS3
Confirmed 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 mode
Ammo is magazine-based, not “pool”-based
In-game VOIP
No Battle Recorder; can rely on built in XB1 and PS4 recorders
Practice mode/tutorial mode for vehicles
Better Battlelog integration for consoles
USMC, Russia, and China factions

Siege at Shanghai (featured in E3 Pre-Alpha)
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 area
Also refers to the verticality they want to add to maps.
So far, not scripted–can take out supports to bring down skyscraper
Urban areas can’t be flattened by destruction; design choice, not engine limitation
Improved environments
Metal detectors can expose you, storefront gates can be shut to cut people off, fire extinguishers create smoke screens, bollards can prevent vehicle access
Water reacts dynamically to vehicles and events (skyscraper falling)
Commander Mode
One 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 capture
Supply (ammo and medical) and vehicle drops
Set attack orders for individual squads; squad leaders can confirm that they are accepting the commander’s orders
Included in Conquest and Rush so far
Commander persistence/skill tree
“Gating” queue system that prevents everyone from being eligible as a commander
Squad leaders can initiate votekick to oust a bad commander
If squads follow your orders, everyone receives bonus points
Can counter commander’s abilities (scramble UAV, for example)
Spectator Mode

Confirmed for PC, “we’ll see” for console
Views: Table Top, First Person, Third Person, Free Cam
Can “set” up to five free cams around the map to quickly jump to certain location
UI can be turned off
Can click on player from table top view and get PiP view of their screen
Game 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 range
ADS 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 spawn
Interface is muuuch less click-heavy vs BF3
No 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 speed
Directional callouts–the default “enemy spotted” voice seems to indicate directions/location relative to your position
Hand gestures indicate commands, including spotting; multiple enemies can be spotted at a time
Ladder climbing is faster
Proprietary matchmaking system instead of system matchmaking
Skill 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 neutral
In-game HUD shows hotkeys for different gadgets/attachments at bottom/middle of the screen
When 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 trails
Knife attacks can be countered by pressing button when prompted (small window)
Sea Combat

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

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 BF3
Limited MBT 120mm ammo, which can regenerate
Can be outfitted with anti-air and anti-armor rockets
Classes, Weapons, and Equipment

All classes
Excellent gallery of loadout screens
Faction-specific weapons are back
All classes have access to their primary weapon class, carbines, designated marksman rifles, and shotguns
Pistols can be customized
Grenades: HE, flashbang, and incendiary
Tons 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 bought
Attachment system
Optics: various sights
Barrel: 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)
Primary: assault rifles
Medic Bag: deployable health
First 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 else
Defibs 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 minute
Primary: sniper rifles
C4; can be thrown again, and can attach to boats
Motion 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 zeroing
Ability to use different zoom levels in one scope
Primary: LMGs
Ammo bag: deployable ammo
Ammo pack: ammo that can individually be given to someone
Support has 25MM support grenade launcher, grenades explode midflight. Aim at target, then lift sights and fire and grenade explodes above target
Primary: PDWs
Engineer can carry AT Mine and Repair torch at same time
RPG, Stinger, MBT-LAW

Field Upgrades
Team actions/XP build up your squad “field upgrades” meter
You get to pick your upgrade “path”; you share XP, but pick your own field upgrades–there are no more squad specializations
Two 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 upgrades
5 players per squad
Default is squad-spawn on anyone; squad leader-only spawning is server setting