R16 Patch Discussion

ADKGamers
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R16 Patch Discussion

Post by ADKGamers » Mon Dec 16, 2013 2:12 am

R16 Server Update Notes
-Fix for some of the more common server crashes
-Overall performance enhancements
-UCAV ammo replenish time was set from 20 to 90 seconds
-Round time limit intervals were added for the different server types
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Concopa
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Re: R16 Patch Discussion

Post by Concopa » Mon Dec 16, 2013 2:55 am

Not sure if it is because I am tired but it seems like there is a new death animation.

Cain
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Re: R16 Patch Discussion

Post by Cain » Mon Dec 16, 2013 3:24 am

I wonder if we can use all maps without rubber banding on a 64 p server now??

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FourTwoFour
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Re: R16 Patch Discussion

Post by FourTwoFour » Mon Dec 16, 2013 3:28 am

I am so glad I canceled this pathetic server. They just added a ROUND LIMIT even to Conquest so all of our servers running 2000 tickets (with TimSad's plugin) are now pointless. We're at 1800 vs 1800 tickets atm and the game is at 15 minutes. GG DICE cya hope you go bankrupt.
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Re: R16 Patch Discussion

Post by Kaaz » Mon Dec 16, 2013 3:36 am

FourTwoFour wrote:I am so glad I canceled this pathetic server. They just added a ROUND LIMIT even to Conquest so all of our servers running 2000 tickets (with TimSad's plugin) are now pointless. We're at 1800 vs 1800 tickets atm and the game is at 15 minutes. GG DICE cya hope you go bankrupt.
I thought if you set it to "0", which is the default, then there is no time limit.
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Re: R16 Patch Discussion

Post by FourTwoFour » Mon Dec 16, 2013 3:39 am

Yeah I know about that, maybe they changed it to 50% with the patch. I'll set it to 0 and report after the next round begins.
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Re: R16 Patch Discussion

Post by FourTwoFour » Mon Dec 16, 2013 3:52 am

Set to 0, still time limit. ........................
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Re: R16 Patch Discussion

Post by FourTwoFour » Mon Dec 16, 2013 5:00 am

To top it off, everyone is getting INSANE flickering issues that lead to a seizure. Both AMD and NVIDIA (SLI)

Can't even play the game now, let alone worry about a server. HAHAHHAHA
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bootlegger
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Re: R16 Patch Discussion

Post by bootlegger » Mon Dec 16, 2013 8:45 am

why put a round time limit on game. its worthless to put a 1000 or more tickets to server now.

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Re: R16 Patch Discussion

Post by FourTwoFour » Mon Dec 16, 2013 9:45 am

Played a little (with the insane flickering, it's really bad) and it seems that the hitreg is way better now (less trading, bullets register instantly) dropping 2-3 players really quickly (because everything registers)

As for the servers, it was bugged in the beginning but I think they fixed it somehow (set it to max 300%) that should be like 3 hours, but it shows as 99:59 in-game and I am not sure if you can go past that.

What sucks is they introduced a new revive bug. Almost every time you get revived, you get accept revive / decline revive stuck on your screen and if you press ESC or scoreboard, you get bugged and your entire UI disappears (no crosshairs too) almost every time, really. It's horrible.
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Re: R16 Patch Discussion

Post by wihgaming » Mon Dec 16, 2013 9:51 am

has anyone see any improvements on the laggy maps like Damn, Storm, Golmud, Hainan, Dragon?

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Re: R16 Patch Discussion

Post by stryfe » Mon Dec 16, 2013 2:39 pm

Notice more crashes now too.. 2 times today where this server used to run for 1-2 days.

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Re: R16 Patch Discussion

Post by underclocked » Mon Dec 16, 2013 3:15 pm

confirmed crashes here as well.

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Re: R16 Patch Discussion

Post by Sorry » Mon Dec 16, 2013 7:26 pm

FourTwoFour wrote:.......it seems that the hitreg is way better now (less trading, bullets register instantly) dropping 2-3 players really quickly (because everything registers)
+1 Just had one of my best bf4 rounds, the bullet reg seemed right on.

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Re: R16 Patch Discussion

Post by PoooTang » Mon Dec 16, 2013 8:17 pm

The time limit restriction is uncalled for .... i have posted on the forums,with hopes of "NOT " receiving a 30 ban.

http://battlelog.battlefield.com/bf4/fo ... 469307206/

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