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Search found 6 matches
- Fri Nov 01, 2013 2:51 pm
 - Forum: Battlefield 4
 - Topic: Server Crash
 - Replies: 443
 - Views: 723401
 
Re: Server Crash
Man I'm studying those pictures really hard trying to see the difference, when it dawned on me they were the same picture 
 
LOL
					LOL
- Thu Oct 31, 2013 2:35 pm
 - Forum: Battlefield 4
 - Topic: Rubber banding + Lag...
 - Replies: 52
 - Views: 37528
 
Re: Rubber banding + Lag...
Getting lots of lag with R3. Anyone else?
I don't k now if it's network lag or game hitches/spikes.
					I don't k now if it's network lag or game hitches/spikes.
- Thu Oct 31, 2013 12:25 pm
 - Forum: Battlefield 4
 - Topic: Normal, Custom, and Hardcore
 - Replies: 46
 - Views: 33099
 
Re: Normal, Custom, and Hardcore
It appears that this one is still broken....
vars.forceReloadWholeMags false
It's actually reversed, if it you set it to true you get the normal mode ammo pool, however the server gets black listed as custom.
Please pass this along to DICE.
Thanks
					vars.forceReloadWholeMags false
It's actually reversed, if it you set it to true you get the normal mode ammo pool, however the server gets black listed as custom.
Please pass this along to DICE.
Thanks
- Wed Oct 30, 2013 7:17 pm
 - Forum: Battlefield 4
 - Topic: Ammo Pool vs. Mag Pool
 - Replies: 7
 - Views: 2093
 
Re: Ammo Pool vs. Mag Pool
I tried it with true through the procon console however it put the server into custom mode. Good to know it does work, just backwards.
Hopefully there will be a fix soon
					Hopefully there will be a fix soon
- Tue Oct 29, 2013 5:46 pm
 - Forum: Battlefield 4
 - Topic: Obliteration & Rush Bugs - Time Limits & More
 - Replies: 3
 - Views: 1951
 
Re: Obliteration & Rush Bugs - Time Limits & More
It should be set as a percentage of time, not minutes.
Default time for Obliteration is 30 mins so setting vars.roundTimeLimit to 30 would be 9 minutes.
					Default time for Obliteration is 30 mins so setting vars.roundTimeLimit to 30 would be 9 minutes.
- Tue Oct 29, 2013 2:18 pm
 - Forum: Battlefield 4
 - Topic: Ammo Pool vs. Mag Pool
 - Replies: 7
 - Views: 2093
 
Ammo Pool vs. Mag Pool
I was wondering if this is a known bug or working as intended.
In our server config and verified through Procon we have:
vars.forceReloadWholeMags false
However it still forces Full Mag reload instead of Partial Ammo pool. Basically you lose any bullets left in the old Mag.
Is this a bug?
Thanks
					In our server config and verified through Procon we have:
vars.forceReloadWholeMags false
However it still forces Full Mag reload instead of Partial Ammo pool. Basically you lose any bullets left in the old Mag.
Is this a bug?
Thanks