On each map and gametype......by each individual class.
Has DICE even explained Battle Pickups?
On each map and gametype...
¯\_(ツ_/¯
Definitely don't want them in CQ or Rush
There are basically two ecosystems/loops running in parallel when you play as the Commander: the squad loop and the main Commander assets loop. On top of these you always have a basic palette of assets available to support your ground troops.
This basic palette includes UAVs for scanning and EMPs (jamming), as well as the Cruise Missile Warning, which designates an area where the enemy missile will strike, allowing your friendly troops to move out of harms way before its too late.
In addition to this, youll also be able to designate High Value Targets, useful for pointing out especially dangerous enemies on the battlefield. An enemy on a kill streak of six or more will appear on the Commanders screen as a selectable unit. This players location can be relayed to the entire team for a period of time (45 seconds at the moment). The Commander can add this aspect to a game where most players will shift focus for a while and hunt/protect this HVT player, as both teams are alerted about this Commander promotion when it happens. The attackers will receive additional bonuses when taking out said target, while the target will receive bonuses when performing kills while being HVT thus both parties have something to gain from this. GTAs classic wanted stars system is what we used as an inspiration for this, we think the highly skilled players will accept this challenge as the ultimate proof of becoming a lethal threat on the battlefield. As far as personal favorites go, the High Value Target is probably mine for the rush you get when you know that potentially the entire team is after you!
Main Assets Loop
These assets can be obtained by your team by owning the objectives and are gone once the objectives are lost/destroyed. The more aggressive and impact-heavy assets are located here. Depending on map and game mode, these are:
-The Cruise Missile launched from fixed positions on the map, they will fly at cruising altitude before dropping in an arc at the designated point, wiping out anything in the vicinity. Their power is substantial, and this is why a good Commander will use the Cruise Missile Warning asset whenever possible.
-Two types of Map Scans Vehicle and Infantry Scan, used for long-term highlighting of enemy units on the map for your team.
-Finally, the AC-130 Gunship as seen in the Commander Mode videos and in BF3s Armored Kill, this powerful plane provides ground support from multiple weapons, as well as a mobile spawn point covering a large section of the map.
Squad Loop
These assets are earned in a similar way to Field Upgrades for your squad, so an experienced squad player will feel right at home with these: all the Commander scoring events are fed into the Squad Assets bar.
Each asset costs 1, 2, 3 or 4 chunks of the bar. On a maxed bar, the Commander can use the most expensive asset or four of the least expensive asset, depending on the situation at hand. Similar to the Squad Wipe, a chunk of this bar will be depleted when the asset is used again, having a similarity to the squad field upgrade bar was important for us when designing this.
The assets available in this loop are:
-Squad Promotion boost the squad members individual field upgrade bars towards the next unlock.
-Vehicle Drop deploy a Quad Bike or a light Boat (depending on terrain) via parachute.
-Rapid Deploy cut the squads spawn time in half for a fixed period of time.
-Supply Drop: deploy a large crate that will heal, resupply and repair friendly units. In addition, friendly units will be able to change kits on the field which we think is an interesting tactical addition to the game.
THat cruise missile sounds a little cheap.
I hope it isn't too overpowered.
You're warned before it hits, so I'm guessing you have adequate time to bail.
THat cruise missile sounds a little cheap.
I hope it isn't too overpowered.
I hope DICE has some "Non-Commander" servers at launch if Commander Mode turns out to bad.
New commander mode details
-Supply Drop: deploy a large crate that will heal, resupply and repair friendly units. In addition, friendly units will be able to change kits on the field which we think is an interesting tactical addition to the game.
Have DICE stated if Battle Pickups are across all modes?
132 weapon camos confirmed by these new screenshots: http://www.gameranx.com/updates/id/17003/article/bf4-weapon-camos-guide/
And they don't even show the end of the misc. tab.
I just hope Dice never again makes maps with "tunnel" action. Where two sides are forced through linear areas with spawns on either side and vehicles going at each other...
There should ALWAYS be a tactical ability to flank in a BF game.
Dat blood splatter.
lol what?
Did the guy counter stab him and take one of his magazines?
Is that a glitch?
Has DICE even explained Battle Pickups?
FOR THE LOVE OF EVERYTHING THAT IS HOLY AND SACRED!!!!!New map from latest Road to Battlefield 4 Blog
This is probably the map that has the dam in it that was in the levolution trailer. If you look closely you can see a submarine as one of the assets.
What I understand, but maybe I'm wrong, is that now the upgrades you win are not linear. They are somehow random. So when, for example, when you reach level 7, instead of earning Forest Cammo, you earn a battle pack, that may contain a cammo, a weapon, a dogtag, etc.
About the player models posted a few pages back...
I am assuming BF4 chinese faction is some secret special operatives with lots of freedom to wear any gear they want, since they're donning lots of SWAT gear. Ski mask isn't even proper standard military gear.
An enemy on a kill streak of six or more will appear on the Commanders screen as a selectable unit, says DICE. This players location can be relayed to the entire team for a period of time (45 seconds at the moment). The Commander can add this aspect to a game where most players will shift focus for a while and hunt/protect this HVT player, as both teams are alerted about this Commander promotion when it happens. The attackers will receive additional bonuses when taking out said target, while the target will receive bonuses when performing kills while being HVT thus both parties have something to gain from this.
The High Value Targets feature was part inspired by GTAs wanted system.
GTAs classic wanted stars system is what we used as an inspiration for this, we think the highly skilled players will accept this challenge as the ultimate proof of becoming a lethal threat on the battlefield. As far as personal favorites go, the High Value Target is probably mine for the rush you get when you know that potentially the entire team is after you!
Those are Battlepacks and not Battle Pickups.
Yep, DICE has commented on them but not in-depth. Battle Pickups will be super-powerful weapons available in a specific part of a map. For Siege of Shanghai, it will be on the top of the collapsible building (M82 sniper rifle). This sniper can one-hit kill anyone regardless where you hit them and can even take out light-armored vehicles, choppers, etc.
However, to maintain balance, DICE has made it that so that these Battle Pickup weapons CANNOT be resupplied. In short one magazine and that's it.
Hope that helps. Another Battle Pickup I remember is in Paracel Storm, which is the Saiga with frag rounds or something.
Apparently this new option where someone "doing good" is tagged on everyones map was INSPIRED BY GRAND THEFT AUTO...wtf. As a long time BF player, i'm not sure how I feel about this.
http://www.nizulo.com/2013/09/dice-reveals-commander-mode-details-gta-inspired-feature/
The spotting is out of control enough as it is turning the game into a "look for the neon Dorito" as opposed to looking for the player himself.
nope you can counter knives
I'm so stoked for more MCOM trolling. In BFBC2 me and my friends would just throw our C4 onto the remote helicopter drone and kamikaze it into the MCOM buildings. Lol
Don't like it too.
Why punish people that are doing their job?
Marking a player on the whole opposing team radar in the hopes that they hunt him down will only make the opposing team neglect the objectives and lose the game.
When playing with PS3 GAF it's not unusual to have 2 or even 3 guys on a 6 or more kill streak. Who will be tagged? Everyone???
When I get tagged for the other team I'll just run away from the objectives and let the rest of the GAF team do their job.
Apparently this new option where someone "doing good" is tagged on everyones map was INSPIRED BY GRAND THEFT AUTO...wtf. As a long time BF player, i'm not sure how I feel about this.
http://www.nizulo.com/2013/09/dice-reveals-commander-mode-details-gta-inspired-feature/
The spotting is out of control enough as it is turning the game into a "look for the neon Dorito" as opposed to looking for the player himself.
Don't like it too.
Why punish people that are doing their job?
Marking a player on the whole opposing team radar in the hopes that they hunt him down will only make the opposing team neglect the objectives and lose the game.
When playing with PS3 GAF it's not unusual to have 2 or even 3 guys on a 6 or more kill streak. Who will be tagged? Everyone???
When I get tagged for the other team I'll just run away from the objectives and let the rest of the GAF team do their job.
lol what?
Did the guy counter stab him and take one of his magazines?
Is that a glitch?