PS4/XB Might be getting region lock or ping cap...

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Link?

http://sejent.com/ [sejent.com]

A Lag free device

Hmm… I’m good. That just screams scam.

it screams very LOUD

Ping limit please.

SOON

All this talk of The Brazilians being untouchable in bf4,i find it itonic and quite funny that they got hammered in the world cup,in their own region by Europeans no less. ;p

And there was no lag compensation helping the Germans…

No,according to fifa the lag comp is fine,they just needed to play better :stuck_out_tongue:

That lagbuster in theory is pretty damn cool..and I like the knight rider style light bar…

“You are lagging Micheal”

“TY Kit…I mean lagbuster”

Sory dude, U lost me here…
and I saw a lot of “KIT” in my youth…the most stupid part of itt is:
They sound over by brazilian dudes…WTF KArma ?

hahahahahhaha

Ping lock!!!

After playing DT and having to fight through the terrible $hit detection and out of sync lag..I think they need to scrap this POS and start over

Its Magic

How hard can it be to implement a ping limiter? Just do it already. Every console game should have this.

CTE latest patch

PATCH CHANGES
This is what is included in this patch:

UI TRIAGE
Goal: de-clutter the HUD and give players options to customize the major components

Now drawing the squad leader/commander objective orders in the game status UI (good for hardcore!)
Moved the chainlink HUD a bit down so it doesnt overlap scoring messages
Made chainlink UI use the same “physics” effect as other UI elements on the HUD
Fixed an issue where the flashbang icons fading out feature broke the HUD visibility options for icons
Fixed a bug where remote controlled vehicles won’t show the vehicle health in the HUD
Revive HUD world icon now uses the visibility setting for the health bar/revive timer instead of the one for the main soldier icon
Minimap Scaling
Implemented scaling of commander related minimap assets.
Visibility now independent from the HUD visibility option
Added option for setting the minimap icons size and visibility independently from the background

SOLDIER MOVEMENT
Goal: Make soldier movement feel more immediate, direct and in control.

Third person crouch tweaks
One of the problems with “death behind cover” is crouching. As crouching is a finite state – we cannot predict if a player will crouch in the same manner we predict movement. This in combination with our client side authorative damage model means there is currently a possibility to get a pretty severe delay when crouching behind cover on someone elses side (and being able to damage it).We have tried to mitigate this by making crouch animations in third person quicker (in the beginning) – which should get rid of the worst of these issues.
These are transitions touched:
Transition Stand → StandToCrouch_Node
Transition Run → StandToCrouch_Node
Transition Run → Sneak_Node
Transition StandTurn → Sneak_Node
Transition Walk → Sneak_Node
Transition Sprint → Sneak_Node
Sprint accelleration tweaked to match that of general movement
You now reach top speed faster/more directly and it vibes better with the previous change (no change to top sprint speed).

VISUAL RECOIL
Goal: Get guns to always point where you shoot. Remove randomness from shooting. Finalizing this is a prerequisite to look at gun damage and real recoil tweaking.

TEST: M9 Pistol now has a single fire animation
This test is an answer to feedback we’ve gotten where the pistols “kick” and the way it randomly picks an animation was called out at something that makes it hard to hit targets (without adding depth). We’ve as a test removed all but one animation on the M9 pistol – to see what that does to shooting the gun.
TEST: New Red Dot is now smaller on request (feedback in forum!)
Pending this works out – we will look at replacing the other “red” (really pink) sights with this more red and “red-light” looking version
Tweaked size of Pistol Delta sight down a notch
Fixed visual issues for ALL weapons (find any issues? report them in forum!)
PWD, LMG, Sniper Rifles, DMR, Shotguns
FOUND ISSUE IN TESTING OF BUILD:
Red dots on the Coyote and Reflexs RDS sights is clipping again after the downscaled red dot. Will be fixed in next update, Sorry about this!

GAME MODES
Goal: Improve selected gamemodes to deliver the intent and playstyle envisoned for the gamemode in question

Obliteration Competitive
Bombs can now be placed in any order.
Reduced bomb disarm time from 10s → 8s. There is a 3s warmup when defusing.
Reduced radar sweep on home bases to 40 meters on competitive.
Chain Link
Decreased the rate of ticker bleeding by 40%.
Increased round timer to 30 minutes.

WEAPON/GADGET BALANCE
Goal: With the changes to visual recoil, head flinching and netcode weapons have become deadlier and kills faster. Tune weapons to take this into consideration and find clear roles for them in doing so.

Grenade Balancing
First out is a grenade pass. We think the game currently is a bit spammy when it comes to grenades. We want to make grenades something that is powerful – but not used lightly in any situation, also we want type of grenade you pick to mean something – and give the different grenades more clear roles.

Reduced RGO capacity 2->1
Reduced RGO inner blast radius 1.65->1
Reduced v40 capacity 3->2
Reduced v40 blast radius 7->6
Reduced v40 inner blast radius 2.5->1
Increased ammo bag pickup time for grenades:
Flashbang 5s->9s
RGO 7s->25s
v40 8s->13s
Handflare 1s->6s
M18 5s->9s
M34 8s->25s
M67 5s->25s
XM25 DART 1s->3.5s (5->4 rounds)
XM25 3.5s->6s
40mm 3GL 8s->18s
40mm Smoke 2.5s->5s (matching flashbang now)
40mm LVG/HE 8s->9s

BULLET COLLISION CLEANUP
Goal: Find and clean up inconsistencies in visual collision for bullets and players. Improve on the clarity of game environments.

Fixed poor collision issue in cover assets like free standing pillar and store stack.
Affected levels: Operation Locker, Pearl Market, Flood Zone
Pearl Market
Fixed issue with collision of wall between C and D bases