Patch Notes Xbox 360/PS3 Patch Notes

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Battlefield 4 Official Digital Strategy Guide
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Patch Notes Xbox 360/PS3 Patch Notes

X360 Game Update March 25

GENERAL FIXES

  • -General stability improvements
  • -Fix for a crash that could occur when players were customizing vehicles.
  • -Fix for an issue in the Rush game mode where end-of-round screen would always indicate that there were 60 minutes left of the game.
  • -Fix for an issue where the splash damage for IFV shells, Helicopter rockets, and Mortar rounds was unable to destroy deployed equipment.
  • -Fix for an issue that could cause the quad bike to explode when it hit indestructible objects.
  • -Fix for an issue that would cause sniper rifles to display too much bloom when aiming in snowy conditions, especially the outside areas of Operation Locker.
  • -Fix for an issue where the ECM would sometimes fail to jam incoming missiles.
  • -Shortened the take-off distances for jets to match the length of the runways in Second Assault maps.
  • -Fix for going above ceiling exploits in Operation Metro.
  • -Fix for a new MAV riding exploit.
  • -Fix for kill camera jittering/strobing sometimes if colliding with other world objects or terrain.
  • -Fix for soldiers getting catapulted when walking on steep surfaces

“NETCODE”

  • -Fix for an issue where the kill camera would display the incorrect killer.
  • -Fix for an issue where the kill card won’t show up when playing on servers which have the kill camera turned off.
  • -Fixed an issue where other soldiers would appear to fire in the wrong direction when turning quickly.
  • -Fix for weapons firing twice, or not at all in some instances.
  • -Fix for an issue where explosions didn’t do any damage to infantry and vehicles that were outside of the combat area.
  • -Fix for an issue where late-joining players wouldn’t correctly experience Levolution events on Paracel Storm and Flood Zone.
  • -Fix for an issue that could cause packet loss.

PROGRESSION

  • -Added Gold Battlepacks as rewards for Class Service Stars, allowing players that have reached the max Rank to continue earning new Battlepacks.*

WEAPONS / GADGET TWEAKS

  • -Increased the damage of the normal buckshot against targets with Body Armor.
  • -Reduced the vertical recoil of the M4 and M16A4 to give these burst fire weapons a tighter burst accuracy in their mid- to long range role.
  • -Reduced the side-to-side and first shot recoil of the G36C. This weapon now has the lowest side-to-side recoil of the carbines, giving it a clear controllable low rate of fire role, especially when compared to the AK5C, Type-95B-1 and the AKU-12.
  • -Tweaked the detonation time of the 40mm LVG so it bounces less before going off. The maximum damage has however been reduced to 80 like the RGO.
  • -Reduced the number of how many 40mm HE and LVG rounds players can carry, from 4 to 3.
  • -Increased the time it takes to get new 40mm round from ammo boxes. The time is longer for HE and LVG grenades and shorter for utility grenades like SMK and FLASH.

GRENADE TWEAKS

  • -Increased the time it takes to get new RGO IMPACT, V40 MINI, M84 FLASHBANG and M18 SMOKE grenades from ammo boxes. Since the player now carries more of these grenades, the resupply delay needed to be longer to prevent grenade spamming.

VEHICLE TWEAKS

  • -Significantly improved the suppression from mounted vehicle weapons, including miniguns, HMGs, LMGs, and all shells types for all armored vehicles.

AIRCRAFT TWEAKS

  • -Further reduced the repair rate for the Scout Helicopters and the Transport Helicopters.
  • -Significantly increased the damage of Transport Helicopter miniguns.
  • -Changed the flight ceilings on Gulf of Oman, Caspian Border and Operation Firestorm to better match the height of the structures in those levels.
  • -Adjusted the damage of the 25mm and 30mm cannons for both Stealth Jets and Mobile AA to be equal in Damage Per Second to the 20mm default weapons. These weapons were clearly poorer choices in all circumstances, and their different rates of fire are intended to be the player’s choice factor for these weapon systems.
  • -Increased the splash damage and the range at which the JDAM bombs can achieve max splash damage. The JDAM’s power was not properly balanced with its difficulty to use. The JDAM remains a primarily anti-vehicle weapon, though this change will increase the effectiveness against all targets.
  • -Increased the accuracy and direct hit damage of the AC130 40mm cannons. 40mm cannons can now be used to fire pinpoint shots in 2-3 round bursts, enabling them to provide accurate fire on infantry and vehicle targets. Their velocity has also been marginally increased to aid their accuracy.
  • -Increased the splash damage and range of the AC130 25mm cannons. These cannons now do approximately 50% more damage, in a slightly increased area of impact. The increased damage as well as increased suppression effects will allow the 25mm cannon to fill its role as an area of effect weapon against infantry.

PS3 Game Update March 25

GENERAL FIXES

  • -General stability improvements
  • -Fix for a crash that could occur when players were customizing vehicles.
  • -Fix for an issue in the Rush game mode where end-of-round screen would always indicate that there were 60 minutes left of the game.
  • -Fix for an issue where the splash damage for IFV shells, Helicopter rockets, and Mortar rounds was unable to destroy deployed equipment.
  • -Fix for an issue that could cause the quad bike to explode when it hit indestructible objects.
  • -Fix for an issue that would cause sniper rifles to display too much bloom when aiming in snowy conditions, especially the outside areas of Operation Locker.
  • -Fix for an issue where the ECM would sometimes fail to jam incoming missiles.
  • -Shortened the take-off distances for jets to match the length of the runways in Second Assault maps.
  • -Fix for going above ceiling exploits in Operation Metro.
  • -Fix for a new MAV riding exploit.
  • -Fix for kill camera jittering/strobing sometimes if colliding with other world objects or terrain.
  • -Fix for soldiers getting catapulted when walking on steep surfaces

“NETCODE”

  • -Fix for an issue where the kill camera would display the incorrect killer.
  • -Fix for an issue where the kill card won’t show up when playing on servers which have the kill camera turned off.
  • -Fixed an issue where other soldiers would appear to fire in the wrong direction when turning quickly.
  • -Fix for weapons firing twice, or not at all in some instances.
  • -Fix for an issue where explosions didn’t do any damage to infantry and vehicles that were outside of the combat area.
  • -Fix for an issue where late-joining players wouldn’t correctly experience Levolution events on Paracel Storm and Flood Zone.
  • -Fix for an issue that could cause packet loss.

PROGRESSION

  • -Added Gold Battlepacks as rewards for Class Service Stars, allowing players that have reached the max Rank to continue earning new Battlepacks.*

WEAPONS / GADGET TWEAKS

  • -Increased the damage of the normal buckshot against targets with Body Armor.
  • -Reduced the vertical recoil of the M4 and M16A4 to give these burst fire weapons a tighter burst accuracy in their mid- to long range role.
  • -Reduced the side-to-side and first shot recoil of the G36C. This weapon now has the lowest side-to-side recoil of the carbines, giving it a clear controllable low rate of fire role, especially when compared to the AK5C, Type-95B-1 and the AKU-12.
  • -Tweaked the detonation time of the 40mm LVG so it bounces less before going off. The maximum damage has however been reduced to 80 like the RGO.
  • -Reduced the number of how many 40mm HE and LVG rounds players can carry, from 4 to 3.
  • -Increased the time it takes to get new 40mm round from ammo boxes. The time is longer for HE and LVG grenades and shorter for utility grenades like SMK and FLASH.

GRENADE TWEAKS

  • -Increased the time it takes to get new RGO IMPACT, V40 MINI, M84 FLASHBANG and M18 SMOKE grenades from ammo boxes. Since the player now carries more of these grenades, the resupply delay needed to be longer to prevent grenade spamming.

VEHICLE TWEAKS

  • -Significantly improved the suppression from mounted vehicle weapons, including miniguns, HMGs, LMGs, and all shells types for all armored vehicles.

AIRCRAFT TWEAKS

  • -Further reduced the repair rate for the Scout Helicopters and the Transport Helicopters.
  • -Significantly increased the damage of Transport Helicopter miniguns.
  • -Changed the flight ceilings on Gulf of Oman, Caspian Border and Operation Firestorm to better match the height of the structures in those levels.
  • -Adjusted the damage of the 25mm and 30mm cannons for both Stealth Jets and Mobile AA to be equal in Damage Per Second to the 20mm default weapons. These weapons were clearly poorer choices in all circumstances, and their different rates of fire are intended to be the player’s choice factor for these weapon systems.
  • -Increased the splash damage and the range at which the JDAM bombs can achieve max splash damage. The JDAM’s power was not properly balanced with its difficulty to use. The JDAM remains a primarily anti-vehicle weapon, though this change will increase the effectiveness against all targets.
  • -Increased the accuracy and direct hit damage of the AC130 40mm cannons. 40mm cannons can now be used to fire pinpoint shots in 2-3 round bursts, enabling them to provide accurate fire on infantry and vehicle targets. Their velocity has also been marginally increased to aid their accuracy.
  • -Increased the splash damage and range of the AC130 25mm cannons. These cannons now do approximately 50% more damage, in a slightly increased area of impact. The increased damage as well as increased suppression effects will allow the 25mm cannon to fill its role as an area of effect weapon against infantry.

PS3 Game Update March 4

  • -Several crash fixes and stability improvements
  • -Fixed an issue with data re-sending that was causing rubberbanding on some servers
  • -Increased the maxium rank to 120
  • -Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early
  • -Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.
  • -Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
  • -Tweaked timing for how long the killfeed stays on screen
  • -Fixed an issue where the message “Joining Server” sometimes didn’t appear when the user tried to join the server
  • -Added default player slots to server browser filters
  • -Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
  • -Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising
  • -Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike
  • -Prevented players from interacting with an M-Com on Siege of Shanghai after it had been destroyed
  • -Fixed an issue where audio for disarming M-Coms could get stuck in an infinite loop
  • -Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort
  • -Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
  • -Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority
  • -Fixed an issue where Defuse could get stuck in an unplayable state between rounds
  • -Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed
  • -Fixed an issue with revive icon not being greyed out in-game on map and minimap, when the player died after getting revived in Defuse
  • -General improvements and bug fixes for the Battledash and Mission create screens
  • -Fixed a bug where red laser dots would get stuck on textures
  • -Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value
  • -Fixed a bug where the enemy health always displayed as full in the kill-cam
  • -Fixed an issue in Defuse so killed bomb carrier can’t plant a bomb in the next round without picking up a new bomb
  • -The MAV has been updated to prevent players from exploiting it
  • -Improved repair rates for vehicles with different base healths
  • -Tweaked volume balance and other ambience parameters on the majority of base game and China Rising maps
  • -Improved the track vehicles wheel friction so vehicles don’t get stuck at relatively minor hills
  • -Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.
  • -Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water

GRENADE TWEAKS

  • -Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
  • -Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
  • -Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
  • -Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied.

PISTOL TWEAKS

  • -Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
  • -Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
  • -Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
  • -Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
  • -Corrected a small error with the COMPACT 45 accuracy when crouched or prone.

WEAPON TWEAKS

  • -Increased the damage of all DMRs across all ranges. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.
  • -Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
  • -Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
  • -Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
  • -The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.
  • -Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.
  • -THe SRS bolt action time has been tweaked and the rate of fire has been lowered
  • -The GOL bolt action time has been tweaked
  • -The muzzle velocity for the MP7 has been reduced
  • -The MTAR21 muzzle velocity has been reduced
  • -Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
  • -Updated rate of fire for the RGP7 and NLAW

VEHICLE TWEAKS

  • -Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
  • -Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
  • -Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
  • -Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired.
  • -Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
  • -Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.
  • -Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
  • -Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
  • -Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
  • -Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
  • -Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.

X360 Game Update March 4

  • -Several crash fixes and stability improvements
  • -Fixed an issue with data re-sending that was causing rubberbanding on some servers
  • -Increased the maxium rank to 120
  • -Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early
  • -Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.
  • -Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
  • -Tweaked timing for how long the killfeed stays on screen
  • -Fixed an issue where the message “Joining Server” sometimes didn’t appear when the user tried to join the server
  • -Added default player slots to server browser filters
  • -Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
  • -Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising
  • -Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike
  • -Prevented players from interacting with an M-Com on Siege of Shanghai after it had been destroyed
  • -Fixed an issue where audio for disarming M-Coms could get stuck in an infinite loop
  • -Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort
  • -Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
  • -Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority
  • -Fixed an issue where Defuse could get stuck in an unplayable state between rounds
  • -Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed
  • -Fixed an issue with revive icon not being greyed out in-game on map and minimap, when the player died after getting revived in Defuse
  • -General improvements and bug fixes for the Battledash and Mission create screens
  • -Fixed a bug where red laser dots would get stuck on textures
  • -Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value
  • -Fixed a bug where the enemy health always displayed as full in the kill-cam
  • -Fixed an issue in Defuse so killed bomb carrier can’t plant a bomb in the next round without picking up a new bomb
  • -The MAV has been updated to prevent players from exploiting it
  • -Improved repair rates for vehicles with different base healths
  • -Tweaked volume balance and other ambience parameters on the majority of base game and China Rising maps
  • -Improved the track vehicles wheel friction so vehicles don’t get stuck at relatively minor hills
  • -Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.
  • -Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water

GRENADE TWEAKS

  • -Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
  • -Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
  • -Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
  • -Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied.

PISTOL TWEAKS

  • -Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
  • -Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
  • -Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
  • -Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
  • -Corrected a small error with the COMPACT 45 accuracy when crouched or prone.

WEAPON TWEAKS

  • -Increased the damage of all DMRs across all ranges. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.
  • -Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
  • -Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
  • -Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
  • -The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.
  • -Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.
  • -THe SRS bolt action time has been tweaked and the rate of fire has been lowered
  • -The GOL bolt action time has been tweaked
  • -The muzzle velocity for the MP7 has been reduced
  • -The MTAR21 muzzle velocity has been reduced
  • -Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
  • -Updated rate of fire for the RGP7 and NLAW

VEHICLE TWEAKS

  • -Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
  • -Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
  • -Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
  • -Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired.
  • -Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
  • -Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.
  • -Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
  • -Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
  • -Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
  • -Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
  • -Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.

PS3 Game Update February 21

  • -Fix for an issue where spawning into, or switching to, a gunner seat in an IFV/MBT sometimes could cause the game to crash
  • -Fix for missing sound in Team/Squad Deathmatch
  • -Fix for an issue in the Defuse game mode, where a bomb carrier would be permanently spotted
  • -Decreased the rate at which the kill card would incorrectly display 0 health, while the enemy was clearly alive
  • -Fix for an invisible wall that was incorrectly present in one of the fallen concrete pipes on Zavod 311
  • -Fix for an issue where bullet impact sounds weren’t properly matching the actual number of impacts, causing the players to feel that they died too quickly.
  • -Fix for an issue where the “Draw” message would not display on-screen once a Conquest round ended with both teams having the same amount of tickets
  • -Fix for an issue where long IDs wouldn’t scroll on dog tags
  • -Fix for missing grass physics in terrain
  • -Fix for an issue where the player camera would be positioned inside of the soldier when parachute spawning
  • -Fix for a MAV exploit that let players reach various out-of-map locations

X360 Game Update February 18

  • -Fix for an issue where spawning into, or switching to, a gunner seat in an IFV/MBT sometimes could cause the game to crash
  • -Fix for missing sound in Team/Squad Deathmatch
  • -Fix for an issue in the Defuse game mode, where a bomb carrier would be permanently spotted
  • -Fix for an issue that would appear if a 10 users party would join a game with 8 available slots, leaving 2 of the players stuck on the loading screen
  • -Decreased the rate at which the kill card would incorrectly display 0 health, while the enemy was clearly alive
  • -Fix for an invisible wall that was incorrectly present in one of the fallen concrete pipes on Zavod 311
  • -Fix for an issue where bullet impact sounds weren’t properly matching the actual number of impacts, causing the players to feel that they died too quickly.
  • -Fix for an issue where the “Draw” message would not display on-screen once a Conquest round ended with both teams having the same amount of tickets
  • -Fix for an issue where long IDs wouldn’t scroll on dog tags
  • -Fix for missing grass physics in terrain
  • -Fix for an issue where the player camera would be positioned inside of the soldier when parachute spawning
  • -Fix for a MAV exploit that let players reach various out-of-map locations

X360 Game Update January 31

DMR Balance Tweaks

  • -Increased the damage of all DMRs across all ranges. Specifically, damage has been increased at long ranges to allow three-hit kills against unarmored opponents. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. The amount of the damage increase varies from weapon to weapon, according to its intended range, rate of fire, and damage. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.

Other items

  • -Significantly reduced the duration of the black screen when spawning in, and fixed the issue with players getting killed before being in-game
  • -Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing
  • -Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot
  • -Fixed an issue in Squad Deathmatch where the “Win/Lose” text was overlapping
  • -Fixed an issue with players using an exploit for the SOFLAM
  • -Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu
  • -Fixed an issue where chat would break when entering “false” or “true” in the chat window
  • -Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry
  • -Fixed the misaligned crosshairs on the T90 MBT
  • -Added setting to tweak joystick dead zone
  • -Various minor crash fixes

PS3 Game Update January 30

DMR Balance Tweaks

  • -Increased the damage of all DMRs across all ranges. Specifically, damage has been increased at long ranges to allow three-hit kills against unarmored opponents. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. The amount of the damage increase varies from weapon to weapon, according to its intended range, rate of fire, and damage. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.

Other items

  • -Significantly reduced the duration of the black screen when spawning in, and fixed the issue with players getting killed before being in-game
  • -Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing
  • -Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot
  • -Fixed an issue in Squad Deathmatch where the “Win/Lose” text was overlapping
  • -Fixed an issue with players using an exploit for the SOFLAM
  • -Fixed an issue with players using an exploit for the MAV
  • -Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu
  • -Fixed an issue where chat would break when entering “false” or “true” in the chat window
  • -Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry
  • -Fixed the misaligned crosshairs on the T90 MBT
  • -Added setting to tweak joystick dead zone
  • -Various minor crash fixes

X360 Game Update January 16

  • -Various fixes for improving general stability
  • -Fixed a player feedback timing issue where blood was appearing before other damage indicators, and before damage was actually done
  • -Fix for bug where it looked like soldier was dying with 1 health instead of 0
  • -Fixed a bug where players’ rank icons on the scoreboard would not be updated
  • -Normalized repair rates across all vehicles. Vehicles with lower health points, like aircraft and transport vehicles, now repair more slowly than before
  • -Fixed problem with killer health in kill card not being correctly updated (showing 100% health even though he was just hurt)
  • -Fix for friendly marker not always showing when needed to, resulting in players shooting team members
  • -Fixed a bug where the M1 Abrams Coaxial HMG ammo box was occasionally blocking the driver’s camera
  • -Increased damage by 25% for the Stealth Jet 20mm cannons
  • -Stealth Jets now have more similar handling attributes to each other. F35 & J-20 are slightly more agile, Su-50 is less agile
  • -Attack Jets now have more similar handling attributes to each other, and all 3 are now slightly less agile than earlier
  • -Fixed camera glitch when switching weapons while moving in crouch
  • -Fixed an occasional bug where players could experience intermittent engine sound dropouts when driving wheeled IFVs
  • -China Rising: Fixed animation glitch for motorbike passengers ocuring when aiming
  • -Fix for first and third person soldier animations being out of sync while doing transition changes. This could potentially make the player get hit while in cover behind a wall or other obstacle
  • -Fix for map and minimap flickering on Rogue Transmission and Operation Locker

PS3 Game Update January 14

  • -Various fixes for improving general stability
  • -Fixed a player feedback timing issue where blood was appearing before other damage indicators, and before damage was actually done
  • -Fix for bug where it looked like soldier was dying with 1 health instead of 0
  • -Fixed a bug where players’ rank icons on the scoreboard would not be updated
  • -Normalized repair rates across all vehicles. Vehicles with lower health points, like aircraft and transport vehicles, now repair more slowly than before
  • -Fixed problem with killer health in kill card not being correctly updated (showing 100% health even though he was just hurt)
  • -Fix for friendly marker not always showing when needed to, resulting in players shooting team members
  • -Fixed a bug where the M1 Abrams Coaxial HMG ammo box was occasionally blocking the driver’s camera
  • -Increased damage by 25% for the Stealth Jet 20mm cannons
  • -Stealth Jets now have more similar handling attributes to eachother. F35 & J-20 are slightly more agile, Su-50 is less agile
  • -Attack Jets now have more similar handling attributes to each other, and all 3 are now slightly less agile than earlier
  • -Fixed camera glitch when switching weapons while moving in crouch
  • -Fixed an occasional bug where players could experience intermittent engine sound dropouts when driving wheeled IFVs
  • -China Rising: Fixed animation glitch for motorbike passengers ocuring when aiming
  • -Fix for first and third person soldier animations being out of sync while doing transition changes. This could potentially make the player get hit while in cover behind a wall or other obstacle

PS3 Game Update December 17

  • -General stability improvements.
  • -Fixed one of the most frequently occurring crashes that could happen during round transition.
  • -Reduced the probability of the “Kill trade” issue (see below for details).
  • -Fixed a crash that could occur when bringing up the scoreboard.
  • -Fix for player tags not always showing quickly enough. This could often lead to confusion or team kills on Hardcore servers.
  • -Populated servers are now by default placed on the top in the Server Browser, where previously empty servers would be shown.
  • -Servers that friends are playing on have a higher priority in the server list.
  • -Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
  • -Fix for players getting stuck in the revive screen after being killed.
  • -Fix for players getting stuck in the kill camera after being revived. Note that you might see a graphical bug on-screen after being revived when accepting a revive within 1 second. This graphical bug will be removed in the next patch.
  • -Fix for the death camera/screen being displayed too early.
  • -Fix for a Defuse bug where none of the teams would win a round by letting the timer runs out.
  • -Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for “road killing” opponents.
  • -Fix for an issue where 4x the damage from a vehicle’s miniguns would be applied to the chest when a player had the Defense specialization equipped.
  • -Balanced vehicle miniguns to do more damage versus infantry.
  • -Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
  • -Fixed a bug in Defuse mode where defenders could win a round by killing all the attackers without disarming the bomb. If the attackers arm the bomb, the defenders need to disarm it to win, even if they have killed all the attackers.
  • -Fixed an issue where players could get stuck in infinite loading when connecting to a server.
  • -Fix for side gunners in attack boats and transport helicopters experiencing jitter when aiming.
  • -Fixed the issue with Levolution events sometimes not being triggered properly when playing the Rush, Defuse, Obliteration and Team/Squad Deathmatch game modes.
  • -Removed the SCAR-H and Ace 52 damage tweaks that were included in a previous patch.

Kill trading issue

  • We’ve addressed the so-called “Kill trading”. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server. This should reduce the probability of kill trading.

X360 Game Update December 17

  • -General stability improvements.
  • -Fixed one of the most frequently occurring crashes that could happen during round transition.
  • -Reduced the probability of the “Kill trade” issue (see below for details).
  • -Fixed a crash that could occur when bringing up the scoreboard.
  • -Fix for player tags not always showing quickly enough. This could often lead to confusion or team kills on Hardcore servers.
  • -Populated servers are now by default placed on the top in the Server Browser, where previously empty servers would be shown.
  • -Servers that friends are playing on have a higher priority in the server list.
  • -Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
  • -Fix for players getting stuck in the revive screen after being killed.
  • -Fix for players getting stuck in the kill camera after being revived. Note that you might see a graphical bug on-screen after being revived when accepting a revive within 1 second. This graphical bug will be removed in the next patch.
  • -Fix for the death camera/screen being displayed too early.
  • -Fix for a Defuse bug where none of the teams would win a round by letting the timer runs out.
  • -Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for “road killing” opponents.
  • -Fix for an issue where 4x the damage from a vehicle’s miniguns would be applied to the chest when a player had the Defense specialization equipped.
  • -Balanced vehicle miniguns to do more damage versus infantry.
  • -Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
  • -Fixed a bug in Defuse mode where defenders could win a round by killing all the attackers without disarming the bomb. If the attackers arm the bomb, the defenders need to disarm it to win, even if they have killed all the attackers.
  • -Fixed an issue where players could get stuck in infinite loading when connecting to a server.
  • -Fix for side gunners in attack boats and transport helicopters experiencing jitter when aiming.
  • -Fixed the issue with Levolution events sometimes not being triggered properly when playing the Rush, Defuse, Obliteration and Team/Squad Deathmatch game modes.
  • -Removed the SCAR-H and Ace 52 damage tweaks that were included in a previous patch.

Kill trading issue

  • We’ve addressed the so-called “Kill trading”. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server. This should reduce the probability of kill trading.

X360 Game Update December 5

  • This patch is mainly focused at increasing game stability and contains a number of crash fixes. Accumulated, these fixes should help increase stability overall in the game.
  • -Reduced the risk of a crash when transitioning from one multiplayer round to another
  • -Fixed a crash that could occur when creating decals (bullet hit effects, etc.)
  • -Fixed a crash that could occur when leaving vehicles
  • -Fixed a crash that could occur when moving outside of the intended play area
  • -Fixed a crash that could occur when firing the MBT and IFV gunner incendiary weapon
  • -Fixed a crash that could occur when opening the Options menu

-Fixed a problem with weapon accessories using up too much memory, which in turn could lead to crashing

One-hit Kill Bug Fixed

  • Fixed the “one-hit kill” bug where damage from a single bullet sometimes was applied multiple times. This could lead to firefights where normal rifles sometimes dealt one-shot kills, which is not as designed.

One-hit Kill Bug Explained

We are seeing reports from people that this is still present, with descriptions such as “I came around the edge of a building and died instantly”. It is important to understand that this is not the One-hit Kill Bug, that is another issue that we are working on addressing. For this, it is important to understand how some of the interpretations made by the game happen so that you can understand the difference.

We saw an issue where a bullet travelling towards an opponent would cause damage in one frame, and then again in the next frame. Therefore bullets would cause 2x damage if they hit the target between these two frames. This issue has been addressed.

The issue of dying before you saw who shot you is a different beast. We use a term called Interpolation in reference to where you are in the game world. There are instances where the death camera is initiated before the correct internet packets have arrived to be interpolated by your camera. This gives the impression that you were killed by “one shot” as someone came around the corner of a building. We have identified this issue and will address it in this patch and continue to tweak it in upcoming updates (see “Improved Hit Sync” below.)

Improved Hit Sync

We previously removed interpolation of damage events (like you taking damage from someone shooting at you) to make them feel more responsive, but that made the damage sync suboptimal. We are committed to tweaking the sync so that it will stay more true to what you are actually seeing. The first step towards this is taken in this patch, so you should see some improvement on this now. We will continue to work on improving hit sync in the game. This change is already live on PS3, PC, X360, and PS4, and will go live on Xbox One in an upcoming patch.

Miscellaneous Fixes

  • -Fix for stuck in infinite loading screen
  • -Fix for flares exploit where you could deploy flares faster by leaving and re-entering a vehicle
  • -Moved an infantry spawn point on Rogue Transmission at first base that was previously positioned outside of combat area
  • -Adjusted AT weapon at first base on Rogue Transmission from second floor barrack to outside on ground. Previously, players had to destroy a wall in order to reach the weapon
  • -Performance fix when firing upon large destruction objects (mostly after Levolution events)
  • -Minor performance optimizations
  • -Fix for destroyed object parts still being visible in the game world
  • -Smoother movement of networked objects (like vehicle turrets)
  • -Fix for audio randomly dropping out when driving a US tank
  • -SP/South China Sea: Added collision for place where player could get stuck

PS3 Game Update December 5

This patch is mainly focused at increasing game stability and contains a number of crash fixes. Accumulated, these fixes should help increase stability overall in the game.

  • -Reduced the risk of a crash when transitioning from one multiplayer round to another
  • -Fixed a crash that could occur when creating decals (bullet hit effects, etc.)
  • -Fixed a crash that could occur when leaving vehicles
  • -Fixed a crash that could occur when moving outside of the intended play area
  • -Fixed a crash that could occur when firing the MBT and IFV gunner incendiary weapon
  • -Fixed a crash that could occur when opening the Options menu
  • -Fixed a problem with weapon accessories using up too much memory, which in turn could lead to crashing

Field Upgrades Reactivated

We have now fixed the Field Upgrades “Indirect Fire” and “Perimeter Defense” that were crashing the game. These Field Upgrades were previously deactivated as a workaround to this very frequent crash. With this fix in place we are now reactivating the Field Upgrades in question.

One-hit Kill Bug Fixed

Fixed the “one-hit kill” bug where damage from a single bullet sometimes was applied multiple times. This could lead to firefights where normal rifles sometimes dealt one-shot kills, which is not as designed.

One-hit Kill Bug Explained

We are seeing reports from people that this is still present, with descriptions such as “I came around the edge of a building and died instantly”. It is important to understand that this is not the One-hit Kill Bug, that is another issue that we are working on addressing. For this, it is important to understand how some of the interpretations made by the game happen so that you can understand the difference.

We saw an issue where a bullet travelling towards an opponent would cause damage in one frame, and then again in the next frame. Therefore bullets would cause 2x damage if they hit the target between these two frames. This issue has been addressed.

The issue of dying before you saw who shot you is a different beast. We use a term called Interpolation in reference to where you are in the game world. There are instances where the death camera is initiated before the correct internet packets have arrived to be interpolated by your camera. This gives the impression that you were killed by “one shot” as someone came around the corner of a building. We have identified this issue and will address it in this patch and continue to tweak it in upcoming updates (see “Improved Hit Sync” below.)

Improved Hit Sync

We previously removed interpolation of damage events (like you taking damage from someone shooting at you) to make them feel more responsive, but that made the damage sync suboptimal. We are committed to tweaking the sync so that it will stay more true to what you are actually seeing. The first step towards this is taken in this patch, so you should see some improvement on this now. We will continue to work on improving hit sync in the game. This change is already live on PS3, PC, and PS4, and will go live on Xbox One and X360 in upcoming patches.

Miscellaneous Fixes

  • -Fix for stuck in infinite loading screen
  • -Fix for flares exploit where you could deploy flares faster by leaving and re-entering a vehicle
  • -Moved an infantry spawn point on Rogue Transmission at first base that was previously positioned outside of combat area
  • -Adjusted AT weapon at first base on Rogue Transmission from second floor barrack to outside on ground. Previously, players had to destroy a wall in order to reach the weapon
  • -Performance fix when firing upon large destruction objects (mostly after Levolution events)
  • -Minor performance optimizations
  • -Fix for destroyed object parts still being visible in the game world
  • -Smoother movement of networked objects (like vehicle turrets)
  • -Fix for audio randomly dropping out when driving a US tank
  • -SP/South China Sea: Added collision for place where player could get stuck

X360 Game Update November 21

We released a new game update for Battlefield 4 on X360 today (nov 21). When you start up your game, you should get a notification asking if you want to take the update. Clocking in at ~260MB, this Multiplayer Update has a few stability improvements and crash fixes, coupled with miscellaneous minor tweaks. We will get back to you later with a more detailed patch note for this update. In the meantime, let us know in the comments how this update is working for you.

Notes