# CTE Experiences part 11: Weekends are boring!

**URL:** <https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952>\
**Category:** General Discussion\
**Created:** [June 30, 2014, 3:39pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952 "2014-06-30T15:39:00Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![DarkEtheereal](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/d/e68b1a/32.png) [@DarkEtheereal](https://battlefieldforum.co/u/DarkEtheereal)\
**Post date:** [June 30, 2014, 3:39pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/1 "2014-06-30T15:39:00Z")

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Weekends are dev-free-kends. No devs? BORING!

There has been 2 updates since I last posted. I didn’t get to work writing up a “CTE Exp” post after each because I realized that a certain youtube channel could produce less well researched videos about the latest CTE patch faster than I could be bothered to test and type them

I’ll post the full patch notes in an appendix after this article for those who are still unaware.

{Insert smooth segway into actual actual content here}

Notable changes of the latest patch  
Triage is here!  
The medics finally finished their training. Now they can assess the severity of incapacitated teammates injuries by peering at their big circular revive timer bar. Here’s a picture of a corpsman assessing a soldier he placed in the recovery position moments earlier:

 ![](https://battlefieldforum.co/uploads/default/original/3X/2/8/280b9ae485bf23e5a1998563865abf4f85347d01.png)

[[eaassets-a.akamaihd.net](http://eaassets-a.akamaihd.net)]

Smoke Grenade Buffed  
Smoke grenades have been upgraded from “burning ping-pong balls in tinfoil” to “insta-cloud pocket poofs”. No more throwing multiple grenades just to smoke one area.

China Rising for CTE  
The maps have been added to the client finally.

More rush tweaks  
This time it’s for Operation locker and Rogue transmission.

UI options  
You can now tweak how visible 3D icons are.  
There are 3 sliders to do this.  
One for enemy doritos, one for world and friendly icons in hipfire, and one for world and friendly icons while in ADS. Handy!

More betterer netcode  
They’ve shaved off a bit of the time in between getting shot and finding out you’ve been shot. It’s now as low as it was in BF3 I hear. So basically:  
BF4 on release: Same update rate, longer latency, compared to BF3 = worse.  
CTE on release: Faster update rate, longer latency, compared to BF3 = a teensy bit better than BF3 (according to t1gge).  
CTE now: Faster update rate, same latency, compared to BF3 = Around a 30% improvement in accuracy, compared to BF3, hopefully. (Don’t quote me or t1gge on this. We’ll see how it feels).

Notable changes of the patch before that.  
Jet Camera Tweaks

Head ducking flinching animation reduction

Other stuff!  
Read the appendix for full patch notes.

DICE used CTE sign-up announcement. it was super effective!  
Prior to the vanilla Battlelog announcement, BF4 CTE player numbers were floundering. Now we’re back up to strength!  
I’m also a lot less pessimistic about the people joining CTE. If anyone joins and starts posting “F U DICE THIS GAME SUX” comments, they’ll just get chewed out by the community for not being constructive.

Life without visual recoil.  
Let me tell you, you non-CTE players have no idea just how bad visual recoil is screwing with your aim. Your sights are your only point of reference for judging recoil severity; so while in theory it’s only a cosmetic effect, when you play without visual recoil, you suddenly realize how much things actually recoil, and it turns out they are a lot more uniform than you expected.

While actual camera recoil values haven’t changed, I feel that it’s so much easier to judge and therefore counter the recoil correctly. I’ve been trying out new guns again and they all seem that little bit easier to get used to.

Dragon’s teeth speculation!  
I know a lot of people are wondering when dragon’s teeth is coming out, so I thought I’d tell you what I think.

I happen to know that the Dragon’s teeth patch has been in validation for some time now. 2, maybe 3 weeks or so.  
If you didn’t know, validation is where DICE sends their update to microsoft and sony, and they check it to make sure it won’t do any naughty stuff with your console like turn it into a brick. It’s quality assurance. But it’s slow quality assurance.

I’m pretty sure given the amount of time the patch has already been in validation, and the time the last CTE to vanilla patch took to validate, Dragons Teeth could finish validation any time now. Dragon’s teeth could be just days away. It could be a week away. But I’m pretty sure it’ll drop in the first half of this month, and definitely by the end of the month.

But this is just pure speculation on my part.

I’m going to try to ask a dev what CTE things made it to the DT patch soonish, but compared to CTE it’s already quite dated. CTE is changing too fast! I’m not even sure if the explosive camera shake reduction is in, and that’s ooooold.

I’m thinking of doing my first Youtube video  
The Dragon’s Teeth patch will contain Uniform Soldier Aiming for certain. This is my favorite CTE feature and I was leading the campaign for it from the start. As such, I’m kinda the expert on Uniform Soldier Aiming.

Uniform Soldier Aiming tends to confuse people, but I consider it a real benefit, so in order to get people using it, I want to make a guide. Because people don’t seem to hold much attention span on text these days and youtube is where it’s at, I’ve decided I should try to make a video guide.

So maybe sometime soon instead of reading my next post, you’ll be listening to it. With all it’s British accent glory.

Console issues wanted!  
While I know for certain that gaming PC is the only true way to play Battlefield, I’m not blind to the plight of the console inclined.

CTE is only for PC players and it will be for the foreseeable future. DICE can’t ship builds to the console fast enough for it to be worth while.  
If you’re a console gamer and you think you deserve your own version of CTE with less frequent updates, here’s how it is:

Features put into CTE can be tested and proven to be good ideas in a week, sometimes less. Once the devs know they are a good idea, they will be added to the stuff going into the next vanilla patch. It’s really quite quick for most things.

After enough things are in one patch, they’ll ship the patch off to get validated by microsoft and sony. This part can take weeks. This part is also unavoidable and entirely out of DICE’s hands. So the big factor that’s stopping you from getting experimental builds is the fact that you’d get them basically as often as builds tested by CTE then shipped to vanilla.

But just because you can’t help CTE, that doesn’t mean CTE can’t help you.  
The CTE forums get seen by devs. If I know what issues console players are having, I can get it in a thread and get that thread forwarded to a dev. Then at least a dev will know about your issues.

So what I want from you is every console specific bug and issue there is. Console players are a big part of the player base and I don’t want them to end up with a bad battlefield and PC players with a good battlefield because either way it affects what people think of battlefield.

I already know about aim-assist being OP, and I know that you want to be able to view player’s pings (though I’m not sure that can happen).

That’s all for now! The appendix with the full patch notes will come after someone comments!

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**Author:** ![Duexand](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/d/b3f665/32.png) [@Duexand](https://battlefieldforum.co/u/Duexand)\
**Post date:** [June 30, 2014, 3:53pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/2 "2014-06-30T15:53:00Z")

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I like the changes so far but with the specializations being fixed I think someone needs to address the Defence spec set, mainly body armour.

It’s far to powerful a perk to be in the first set of the specialization as it is now.

At first I thought moving it too the fourth slot would work but then everyone would run with bolt actions.

I think they should try to rebalance the perk as it was originally intended, a counter to buckshot, slugs, and bolt action sniper rounds. Remove the damage penalty to regular rounds and normalize TTK

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<div class="post-metadata">

**Author:** ![DarkEtheereal](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/d/e68b1a/32.png) [@DarkEtheereal](https://battlefieldforum.co/u/DarkEtheereal)\
**Post date:** [June 30, 2014, 3:55pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/3 "2014-06-30T15:55:00Z")

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Appendix A

> [@](#):
>
> _Initiative 2 patch 6 patch notes said:_  
> Another day – another release. We are very happy to release the first draft for the automatic “tickrate” today – and need your help testing it!
> 
> PATCH CHANGES  
> This is what is included in this patch:
> 
> General Fixes
> 
> Field Upgrades issues fixed  
> Field upgrades now properly persist between rounds, and does not get interrupted by spawning into a vehicle.  
> Smoke Grenade tweaks  
> Thicker smoke, larger & wider area covered  
> Added China Rising maps  
> For future testing, will make the build a bit bigger – sorry!  
> Significant jet main guns visual recoil reduction  
> Ballistic Shield fixes  
> Spelling error fixed, Zoom/ADS transition tweaked.
> 
> Visual Recoil Fixes
> 
> As the initial test panned out well in terms of gameplay, we are now cleaning up the little mess we created visually.  
> Starting with the red-dot sights first, going through all the weapons.  
> Feedback on these updated red-dot sights in this forum: Open Visual Recoil Forum.
> 
> Fix for different resolutions rendering  
> Now renders the same regardless of resolution, still means many guns look wonky allthough!  
> All Red dot sights fixed for three weapons:  
> Ace 23, SCAR-H & AK12 – more to come.
> 
> UI Triage  
> The UI polish and de-clutter effort continues:
> 
> Polished Revive Triage progress  
> Adjustable visibility for HUD World Icons  
> (like capture points, objectives, soldiers, vehicles, etc)  
> 3 sliders controlling the transparency in the gameplay options screen  
> For non-zoom, zoom and enemies  
> Multiple additional transparency values in the profile  
> Per icon type for the zoom mode  
> 3p reticule polished  
> Now works even better against white/light backgrounds.  
> Q5 fantan HUD fixed
> 
> Netcode: Automatic Hi-Frequency Network Updates  
> The first pass at making the client setting automatic is in this release. We are in need of testing to make sure it works for all players (bad connections and good).
> 
> Videos with the network graph turned on and the option set to AUTO would be very helpful. More information in the newly created forum: Open Automatic option forum
> 
> Added AUTO option to Hi-Frequency Network Updates Option  
> Utilizes connection status to set the server to client “tickrate”. Goal is for this to stay as high as possible at all possible times regardless of your connection speed.  
> Additional network improvements  
> We’ve shaved off even more time where possible, which should result in an even snappier feeling gameplay.
> 
> DICE \<3 RUSH  
> Due to your great continued feedback, we have a lot of tweaks & fixes added today. We are also adding Rogue Transmission to the mix.
> 
> General Fixes
> 
> Rush default time limit per base lowered from 60 to 15 minutes  
> Longer default pre-match timer  
> Made 100 tickets the default Rush ticket value for PS4, Xbone & PC
> 
> ROGUE TRANSMISSION CHANGES
> 
> Improved initial terrain loading  
> Fixed some crater depth problems in terrain  
> Removed a few static weapons for the defenders  
> Renamed A\<-\>B MCOMs based on left / right  
> Moved emplaced MG on base 1  
> Combat areas edited around base 1  
> Edited defender spawns at base 1  
> Moved defender base 1 HQ flag to better represent where they’re coming from  
> Moved MCOM B at base 1 up to containers to give more to fight about in that area. Leaves the flanking route down left from there open for flanking  
> Added automatic destruction of the wire bases after base 1 is taken to disallow people running up the wires  
> Added some containers to allow more of a fight around MCOM A at base 2  
> Moved MCOMs on base 2  
> Edited terrain slightly and fixed some art bugs at base 2  
> Added some more cover to base 2 for new defender spawns  
> Combat areas edited at base 2  
> Moved defender spawns at base 2  
> Defender HQ flag moved at base 2  
> Moved MCOMs on base 3  
> Moved some spawn points for attackers base 3  
> Edited some defender spawns at base 3  
> Attacker HQ flags moved at base 3 and 4 for proper radar sweeping  
> Moved MCOM A on base 4 up to the top floor of that building to make it a bit harder and a bit more interesting to fight in the last base  
> Moved MCOM B on base 4 to the big pillar platform  
> Moved base 4 attacker IFV slightly  
> Added cover around MCOM B at base 4  
> Added two ladders up to MCOM B at base 4 (two of the 3 that you can find in the infantry game modes there. The ladder is the same as the one loaded in at base 2)
> 
> Vehicle Changes
> 
> Removed attacker jet, tank and helicopter  
> Removed all defender vehicles except they now have an MBT on 3 & 4  
> Removed one attacker ATV from all bases  
> Added one attacker light jeep on base 1 & 2  
> Removed two buggy MRAPS on a slope at attacker base 3
> 
> OPERATION LOCKER CHANGES
> 
> Shuffled some cover around  
> Moved MCOMs 2B, 3B, 4B outside  
> Edited attacker combat area on base 2 to allow for better flanking  
> Fixed collision bug with floor at base 2  
> Moved MCOM 3A slightly  
> Moved attacker HQ on base 2 and 5

Appendix B

> [@](#):
>
> _Initiative 2 patch 5 patch notes said:_  
> PATCH CHANGES  
> This is what is included in this patch:
> 
> Jet Tweaks
> 
> All third person jet chase cameras retuned  
> Different positions, chase behavior, 1P/3P/rear view instant switching, aligned with weapons and first person view, default FOV increased by 10 degrees  
> Reticle added in jet third person view  
> (levels the player field since some people already draw such on their monitors with sharpies to gain advantage)  
> Added jet roll camera option  
> Choose whether the jet third person chase camera rolls with the jet or not (BF2/BF3)  
> Added an experimental drop shadow to 3P crosshairs  
> It is now visible against bright background (e.g. clouds, sun, etc.)
> 
> Animation Tweaks
> 
> Reduced 3p hit reaction animation movement (head flinching)  
> To move head less when damage is applied. First pass.
> 
> Obliteration Fixes
> 
> Made obliteration bomb HUD icon show/hide every 10s/5s  
> For the enemy bomb carrier, always shows up when the carrier gets into a vehicle.  
> Added back round end timer pausing for Obliteration when a bomb is planted  
> (time has run out)  
> Added bomb carrier driver alert  
> Bomb carrier jumps into the vehicle you are driving triggers message to driver
> 
> Commander Fixes
> 
> Increased the gunship cooldown for Commander to 60 sec.  
> Bug fix  
> Fixed edge case where a commander asset will never get “activated” for a team if it is under proxy attack (frozen state)
> 
> General Fixes
> 
> Made both 40mm and M18 smoke grenades spawn more smoke quicker  
> Also matches the “no spotting” bubble better – should be more usable in tactical situations.  
> Lancang Dam VO and Alarm Changes  
> No more repeating chinese lady!  
> Added Caspian Border 2014 map to CTE map pool
> 
> Mini Initiative: UI Triage  
> We are kicking off a mini-initiative to de-clutter and improve on the UI and tweaks starting with adding one of the most sought after features. It’s still a bit rough around the edges, but we wanted you to see it early!
> 
> First pass of Triage system added  
> Visualizes how long time a player is in revivable state for better prioritization  
> Known issues are clipping text, and size is too big as well.
> 
> X\_Assassinator is the dev running this effort, I’ve opened a feedback thread specifically for UI here: Open UI-Triage Forum.
> 
> DICE \<3 RUSH  
> We’ve listened to your feedback and this patch includes the first update to Zavod 311 map based on that.  
> We are also adding another map to the pool – Operation Locker.
> 
> OPERATION LOCKER CHANGES  
> Small note:The fact that we’ve reduced the range of the radar sweep on attacker HQ + no commander should really benefit sneaky flanking on this map. I’ll be especially monitoring cover problems in feedback but any other feedback is of course welcome as usual.
> 
> Adjusted defender combat area at base 1 to not allow them as close to attacker spawn  
> Adjusted defender spawns at base 1  
> Adjusted attacker combat area at base 1  
> Moved MCOM 1A  
> Added some cover around 1A & 1B  
> Added some cover for attacker advancement in the main corridor towards base 2  
> Removed floating props after set piece event at base 3  
> Increased radius of pre destruction to make set-piece event happen automatically at base 3  
> Moved 3A & 3B further apart moved existing rush cover to support it  
> Added collision to the side of the balconies to restrict player access at base 3  
> Moved defender spawns at base 3 backwards to not have them spawn too close to the objectives  
> Moved 5A & 5B slightly
> 
> ZAVOD 311 FEEDBACK CHANGES
> 
> Moved attacker flags 1, 2, 3, 4 to avoid a bug with radar sweep object in flag prefab and also to reposition for better radar sweeps  
> Fixed bug with a defender spawn on base 1 spawning outside of combat area  
> Moved MCOM 1A and 1B slightly  
> Added some cover around MCOM 1B and one piece of cover to 1A  
> Fixed a floating rock close to base 1  
> Removed predestruction on building at base 2  
> Moved MCOM 2A and 2B slightly  
> Added some cover around MCOM 2A and 2B  
> Moved an emplaced AT at base 2  
> Moved an emplaced AT at base 3  
> Removed an emplaced AT at base 3  
> Removed MGL battlepickup at base 3  
> Levolution auto triggered at the start of the game  
> Moved MCOM 3B  
> Extended defender combat area at base 3 backwards a bit  
> Very slightly extended attacker combat area on base 4
> 
> Zavod Vehicle changes
> 
> Attacker transport helo now only allowed inside infantry combat area  
> Attacker transport helo moved to start at base 3 instead of 2  
> Attacker MBT replaced with MRAP  
> Attacker AAV replaced with IFV  
> Defender MBT added for base 3

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<div class="post-metadata">

**Author:** ![SevArktic](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/s/43a26b/32.png) [@SevArktic](https://battlefieldforum.co/u/SevArktic)\
**Post date:** [June 30, 2014, 3:56pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/4 "2014-06-30T15:56:00Z")

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Good update. Really breaks things down!

Do you know if DICE plans on adding the ability to grab ammo or regain health by activating a support/soldier?  
Kinda like from Hardline?  
I think backporting that ability would improve gameplay experience tremendously!

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**Author:** ![\_Arryanne\_42](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/_/f17d59/32.png) [@\_Arryanne\_42](https://battlefieldforum.co/u/_Arryanne_42)\
**Post date:** [June 30, 2014, 3:56pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/5 "2014-06-30T15:56:00Z")

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Good job fine post.

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<div class="post-metadata">

**Author:** ![Reiterschwert](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/r/bc79bd/32.png) [@Reiterschwert](https://battlefieldforum.co/u/Reiterschwert)\
**Post date:** [June 30, 2014, 3:56pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/6 "2014-06-30T15:56:00Z")

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Lots of work here. Thanks

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<div class="post-metadata">

**Author:** ![DarkEtheereal](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/d/e68b1a/32.png) [@DarkEtheereal](https://battlefieldforum.co/u/DarkEtheereal)\
**Post date:** [June 30, 2014, 4:01pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/7 "2014-06-30T16:01:00Z")

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> [@](#):
>
> Do you know if DICE plans on adding the ability to grab ammo or regain health by activating a support/soldier?

I’ve heard nothing of it, and while I personally like the idea, I know a friend who hates it because he sees it as making teamwork optional.

I think we’d be more likely to see a more obvious and annoying way of notifying a support player when someone next to him asks for ammo.

That’s not to say that back porting isn’t happening as a policy. They’re already talking of back porting the red headshot hit-markers and also a new vehicle physics based on hardline, to make driving things less damned hard.

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**Author:** ![koolaid2420](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/k/8c91f0/32.png) [@koolaid2420](https://battlefieldforum.co/u/koolaid2420)\
**Post date:** [June 30, 2014, 4:17pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/8 "2014-06-30T16:17:00Z")

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The ability to grab ammo/health in Hardline will ruin teamwork in BF4 (the little there is). It’s in Hardline so you can play solo.

Attack choppers need some loving in CTE. Like lowering there inertia, increasing speed (lift), and not having them be glass cups when touching something (they explode on contact WAY to easily).

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<div class="post-metadata">

**Author:** ![DarkEtheereal](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/d/e68b1a/32.png) [@DarkEtheereal](https://battlefieldforum.co/u/DarkEtheereal)\
**Post date:** [June 30, 2014, 4:25pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/9 "2014-06-30T16:25:00Z")

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> [@](#):
>
> Attack choppers need some loving in CTE. Like lowering there inertia, increasing speed (lift), and not having them be glass cups when touching something (they explode on contact WAY to easily).

These issues have already been raised and are being considdered. I’m not sure what the final result will be, but it’s a really common concern. In fact the thread about the requests got stickied by the devs.

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<div class="post-metadata">

**Author:** ![koolaid2420](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/k/8c91f0/32.png) [@koolaid2420](https://battlefieldforum.co/u/koolaid2420)\
**Post date:** [June 30, 2014, 4:34pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/10 "2014-06-30T16:34:00Z")

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Awesome man!

Is there a way for us to go to the CTE forums and at least just look at them? Even if I can’t post I’d like to read what’s happening. (I’m sure this has been asked but I’m on my phone right now and it’s a pain to do searches with)

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<div class="post-metadata">

**Author:** ![DarkEtheereal](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/d/e68b1a/32.png) [@DarkEtheereal](https://battlefieldforum.co/u/DarkEtheereal)\
**Post date:** [June 30, 2014, 4:37pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/11 "2014-06-30T16:37:00Z")

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I don’t think non-CTE players can view it, but you’ve given me a nice idea for my next thread…

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<div class="post-metadata">

**Author:** ![XixHolyxWarsxiX](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/x/51bf81/32.png) [@XixHolyxWarsxiX](https://battlefieldforum.co/u/XixHolyxWarsxiX)\
**Post date:** [June 30, 2014, 4:40pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/12 "2014-06-30T16:40:00Z")

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Haven’t had enough time to type out a well constructed reply but I figured I’d stop in and say thank you for how active and uplifting you’ve been in a community that’s going through a lot.

I’ve been following your posts since the very first one and as a BF Series veteran going all the way back to BF1942, I love and genuinely respect the effort you put forth and the passion you display for the series.

Keep up the awesome work!

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<div class="post-metadata">

**Author:** ![Ray-Den95](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/r/b38774/32.png) [@Ray-Den95](https://battlefieldforum.co/u/Ray-Den95)\
**Post date:** [June 30, 2014, 4:42pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/13 "2014-06-30T16:42:00Z")

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Do you know why they lowered the rush default timer from 60 to just 15 min?  
I think its more the opposite of an improvement..

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<div class="post-metadata">

**Author:** ![ImmacutelyLubed](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/i/cdc98d/32.png) [@ImmacutelyLubed](https://battlefieldforum.co/u/ImmacutelyLubed)\
**Post date:** [June 30, 2014, 4:48pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/14 "2014-06-30T16:48:00Z")

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Some console issues:

Need to be able to adjust turret turn speed/vehicle sesitivity.

Some of the stacked controls lead to gameplay issues. Example, reloading and bailing from vehicles are the same button and too long a press to reload will see you accidentally abandoning the vehicle. Aim/deploy bipod are the same and im sure youve seen all the complaints about that.

Aim assist inconsistancies - Most guns snap to target on ADS, but LMGs, DMRs, and snipers dont.

Adjustable aim assist - i cant see aim assist ever going away completely, so it would be nice to have a slider to adjust its strength. Or allow us to turn off snap-to on ADS and the magnetic follow while already ADS independantly.

It would just be nice if console players could access the cte forums, even if it were read only

Also, has there been any dev response to the attack boat balance thread you posted in cte for me a week or two ago?

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<div class="post-metadata">

**Author:** ![DarkEtheereal](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/d/e68b1a/32.png) [@DarkEtheereal](https://battlefieldforum.co/u/DarkEtheereal)\
**Post date:** [June 30, 2014, 5:36pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/15 "2014-06-30T17:36:00Z")

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[I put this up on reddit](http://www.reddit.com/r/battlefield_4/comments/29hdf5/cte_experiences_part_11_weekends_are_boring/) [[reddit.com](http://reddit.com)] an hour ago and it’s not doing too well in terms of votes…

> [@](#):
>
> Need to be able to adjust turret turn speed/vehicle sesitivity.

This is a PC issue too, but I needed reminding anyway.

> [@](#):
>
> Some of the stacked controls lead to gameplay issues. Example, reloading and bailing from vehicles are the same button and too long a press to reload will see you accidentally abandoning the vehicle. Aim/deploy bipod are the same and im sure youve seen all the complaints about that.

> [@](#):
>
> Adjustable aim assist - i cant see aim assist ever going away completely, so it would be nice to have a slider to adjust its strength. Or allow us to turn off snap-to on ADS and the magnetic follow while already ADS independantly.

Rodger that!

> [@](#):
>
> Aim assist inconsistancies - Most guns snap to target on ADS, but LMGs, DMRs, and snipers dont.

Sounds like this may be intentional. I’ll raise it, but I’d expect they’ll only think about changing the LMGs…

> [@](#):
>
> Also, has there been any dev response to the attack boat balance thread you posted in cte for me a week or two ago?

Not yet. I haven’t had the opportunity to speak with the vehicle dev in a while, but i expect to be able to as soon as he gets well again.

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<div class="post-metadata">

**Author:** ![KuasiMorto](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/k/7c8e57/32.png) [@KuasiMorto](https://battlefieldforum.co/u/KuasiMorto)\
**Post date:** [June 30, 2014, 5:36pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/16 "2014-06-30T17:36:00Z")

</div>

Thanks in advance  
I will be posting soon  
Wait 4 it

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<div class="post-metadata">

**Author:** ![DarkEtheereal](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/d/e68b1a/32.png) [@DarkEtheereal](https://battlefieldforum.co/u/DarkEtheereal)\
**Post date:** [June 30, 2014, 5:46pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/17 "2014-06-30T17:46:00Z")

</div>

> [@](#):
>
> _UpUrMammasArse said:_  
> Thanks in advance  
> I will be posting soon  
> Wait 4 it

WITH BAITED BREATH!

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<div class="post-metadata">

**Author:** ![ImmacutelyLubed](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/i/cdc98d/32.png) [@ImmacutelyLubed](https://battlefieldforum.co/u/ImmacutelyLubed)\
**Post date:** [June 30, 2014, 5:53pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/18 "2014-06-30T17:53:00Z")

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Thanks a bunch OP - really appreciate you serving as a bridge between CTE and us regular folk.

Some more issues I remembered:

XBONE: game clips automatically record for level up, dog tag paybacks, shooting someone out of a vehicle, and 1000+ point streaks. For me personally this has led to literally hours of unwanted footage being recorded. It would be nice to either have this removed or be able to turn it off.

XBOX 360 - Friends on last gen tell me Dawnbreaker still freezes. This has been an issue since release. Dawnbreaker will freeze the entire console, requiring a reboot. Its pretty uncmmon to play a whole match without this happening.

Also a note on vehicle sensitivity - not sure how it is on PC, but on console the main turrets are super slow, something like 15 seconds for a full turn, while the second seat weapons (mounted .50, minigun) are hypersensitive, much more sensitive than even default infantry turn speed. It would be nice to be able to adjust turret/second seat independantly or at least normaluze them somehow. Its really weird having three radicalky different control responses in dufferent aspects if the game.

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<div class="post-metadata">

**Author:** ![KezzyWezzyy](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/k/258eb7/32.png) [@KezzyWezzyy](https://battlefieldforum.co/u/KezzyWezzyy)\
**Post date:** [June 30, 2014, 6:05pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/19 "2014-06-30T18:05:00Z")

</div>

Just to confirm, is Uniform Soldier Aiming the visual recoil changes?

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<div class="post-metadata">

**Author:** ![DarkEtheereal](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/d/e68b1a/32.png) [@DarkEtheereal](https://battlefieldforum.co/u/DarkEtheereal)\
**Post date:** [June 30, 2014, 6:09pm UTC](https://battlefieldforum.co/t/cte-experiences-part-11-weekends-are-boring/165952/20 "2014-06-30T18:09:00Z")

</div>

> [@](#):
>
> XBONE: game clips automatically record for level up, dog tag paybacks, shooting someone out of a vehicle, and 1000+ point streaks. For me personally this has led to literally hours of unwanted footage being recorded. It would be nice to either have this removed or be able to turn it off.

Dayum!

> [@](#):
>
> XBOX 360 - Friends on last gen tell me Dawnbreaker still freezes. This has been an issue since release. Dawnbreaker will freeze the entire console, requiring a reboot. Its pretty uncmmon to play a whole match without this happening.

I’ve heard of this before. Sound’s like last gen got screwed over.

> [@](#):
>
> Also a note on vehicle sensitivity - not sure how it is on PC, but on console the main turrets are super slow, something like 15 seconds for a full turn, while the second seat weapons (mounted .50, minigun) are hypersensitive, much more sensitive than even default infantry turn speed. It would be nice to be able to adjust turret/second seat independantly or at least normaluze them somehow. Its really weird having three radicalky different control responses in dufferent aspects if the game.

That’s basically how it is on PC, except we don’t talk in terms of speed because mice are all point and click.

I’ve suggested to jjju before that he applies the same magic he applied to uniform soldier aiming to vehicles, but he said there were issues with this and he’d think about it. I’d guess he’d do it if he isn’t busy with something more important, but he’s a busy man.

There would likely always be a “turn rate limit” that says “you can’t ever turn vehicle X faster than Y degrees per second”, and this would be unique to each vehicle turret, but the base sensitivity should be the same.

I’ll see what I can do about this.
