Recommended Posts

I haven't got motion assist ribbons yet because i haven't hit 5+ spotted, always less than 4 heh.

You got more than 5?

No, I just wasn't aware of how short the range on it is. It's like 10 feet, if that. Whatever the case it's still completely useless because the range is so small you'll be able to see anyone who it would spot anyways.

All in all the recon kit compared to bc2 is not nearly as interesting or dynamic. All the gadgets they've given the kit are based on the theory that you're not going to to be moving around. It's lame.

Thanks all. (Y)

So looks like I need to unlock those missiles... or just stick to driving the tank which is a much more likely scenario. :laugh:

Thats my plan! I was driving around a tank minding my own business yesterday and saw a foot solder trying to RPG my tank. It did not end well for him!

Side question - is it possible for tanks to shoot down air vehicles?

No, I just wasn't aware of how short the range on it is. It's like 10 feet, if that. Whatever the case it's still completely useless because the range is so small you'll be able to see anyone who it would spot anyways.

All in all the recon kit compared to bc2 is not nearly as interesting or dynamic. All the gadgets they've given the kit are based on the theory that you're not going to to be moving around. It's lame.

You're using the motion detector wrong. You suppose to place them by the walls to detect enemies in buildings behind those walls. Not in open area, where it's really has no use (other than warn on upcoming squads and vehicles).

And recon isn't designed to stay in one spot. The only gadget that recon has that forces him to stay in one spot, is the MAV (and even that covers more ground that recon itself on foot). Everything else is designed to keep him moving and reconnaissance.

Thats my plan! I was driving around a tank minding my own business yesterday and saw a foot solder trying to RPG my tank. It did not end well for him!

Side question - is it possible for tanks to shoot down air vehicles?

Let me build on yxz's response with a HELL YES!

That is perhaps the most exciting kill a tank can get, at least IMO, when you shoot a copter (or more rare, a jet) out of the sky. I had a round in Bad Company 2 where I shot down 6 copters in one round. Was incredibly fun and exhilarating. (Y)

The best advice I can give for taking out copters is definitely "lead" the shot. It is all about trying to anticipate where they will be, at least from longer distances. It is definitely challenging when they are far away, but definitely incredibly rewarding when done properly.

Are service stars given out when there are no more upgrades? I am asking because I am still pretty new to BF but I am only lvl 16 and got my first service star for engineering and my 2nd star is shown as the next item, 145000 points from now haha. I am asking so I understand and so I can begin working on maxing other classes if only service stars are to come (from engineering).

Are service stars given out when there are no more upgrades? I am asking because I am still pretty new to BF but I am only lvl 16 and got my first service star for engineering and my 2nd star is shown as the next item, 145000 points from now haha. I am asking so I understand and so I can begin working on maxing other classes if only service stars are to come (from engineering).

They are awarded on every 100 kills with the weapon

  • Like 1

You're using the motion detector wrong. You suppose to place them by the walls to detect enemies in buildings behind those walls. Not in open area, where it's really has no use (other than warn on upcoming squads and vehicles).

And recon isn't designed to stay in one spot. The only gadget that recon has that forces him to stay in one spot, is the MAV (and even that covers more ground that recon itself on foot). Everything else is designed to keep him moving and reconnaissance.

I usually drop them in places that have high traffic like payways to/from mcoms. I know how to use them and I think the range is entirely to small and the noise they make is not loud enough.

I disagree about the recon too. In BC2 with sensor balls and c4 you could tell they wanted recons moving around, it feels exactly the opposite now.

Let me build on yxz's response with a HELL YES!

That is perhaps the most exciting kill a tank can get, at least IMO, when you shoot a copter (or more rare, a jet) out of the sky. I had a round in Bad Company 2 where I shot down 6 copters in one round. Was incredibly fun and exhilarating. (Y)

The best advice I can give for taking out copters is definitely "lead" the shot. It is all about trying to anticipate where they will be, at least from longer distances. It is definitely challenging when they are far away, but definitely incredibly rewarding when done properly.

Sweeeeeet. I haven't been able to play for more than an hour at a time due to work, school and other things. Hopefully this week will be quiet and I can really get a better feel for the game :) I'm only level 3 :(

I never used a console to play video games , I always used the PC. I hear that it is far superior on a PC. Shooting and hitting your target is better,

I was a console gamer first and it has its benefits. You can sit back comfortably and play the game with a controller in your hand. I was still a beast on Halo 3 with a controller :)

No.

You'll get it every time you kill 100 enemies, with the same weapon

Like I said, engineer service stars and weapon services stars are 2 different things. Quit confusing him.

Each weapon has service stars every 100 kills

Each kit has service stars after you've unlocked everything in the kit

Like I said, engineer service stars and weapon services stars are 2 different things. Quit confusing him.

Each weapon has service stars every 100 kills

Each kit has service stars after you've unlocked everything in the kit

Got it, that is how I needed it explained haha thanks guys.

I usually drop them in places that have high traffic like payways to/from mcoms. I know how to use them and I think the range is entirely to small and the noise they make is not loud enough.

I disagree about the recon too. In BC2 with sensor balls and c4 you could tell they wanted recons moving around, it feels exactly the opposite now.

Why exactly does it feels the opposite now? Just because you now have the C4 on the support class?

And maybe we just play the recon class differently; On medium maps I pack the t-ugs with me, setup the sks with the pka-s gunsight and run around with my squad max three shotting everyone, placing the spawn point on key locations and the motion detectors where the team needs them. On large maps I switch the sight on the sks to x7 (never actually tried the 12x one yet, even though I got it unlocked), change the motion detectors to soflam and then on to placing it in a middle of the map in some high place for better coverage. Then I'm moving with my squad not forgetting to hide the spawn point by the capture point after we captured it, for easier access to it later when and if it's going to tried to be recaptured. And as the soflam automatically marks targets when it's unattended, I rarely have to check up on it. But I not forget to, using its pda (you can access soflam using the pda from any point on the map, no matter how far it is from the device).

The only time I actually stop moving significantly, is really rarely on choke points like in the entrance to the bazaar itself from the alley on Grand Bazaar.

I am terrible at this game. Somehow, my squad who i'm right next to manages to stay alive, but i'll randomly get sniped from an unknown location, or a guy really far away will kill me (how do they even see me?!). I am just playing 32 player matches atm, as the 64 player matches just seem like absolute cluster ****s. Anyone have some tips on how to do better in this? I feel like i'm out skilled in both reaction time, and being able to spot people from very far away.

I am terrible at this game. Somehow, my squad who i'm right next to manages to stay alive, but i'll randomly get sniped from an unknown location, or a guy really far away will kill me (how do they even see me?!). I am just playing 32 player matches atm, as the 64 player matches just seem like absolute cluster ****s. Anyone have some tips on how to do better in this? I feel like i'm out skilled in both reaction time, and being able to spot people from very far away.

Same here bro. I, too, at times don't know how I died or from where I am getting the suppression.

Try to stay behind the cover and come out steadily aiming at the other side, where you think that goddamn camper is.

Sweeeeeet. I haven't been able to play for more than an hour at a time due to work, school and other things. Hopefully this week will be quiet and I can really get a better feel for the game :) I'm only level 3 :(

I totally can relate, as I am only a Level 5 myself, and will be for quite some time since Uncharted 3 comes out today and not only that, as you pointed out, real life comes first.

With that said, the great thing about Battlefield, is the longevity of the series. This game is going to be here for a long time to come, so we basically have all of the time in the world, and the thing I personally think they do a great job of is not making higher ranked people overwhelmingly more powerful. I can definitely hold my own with any ranked person.

I am terrible at this game. Somehow, my squad who i'm right next to manages to stay alive, but i'll randomly get sniped from an unknown location, or a guy really far away will kill me (how do they even see me?!). I am just playing 32 player matches atm, as the 64 player matches just seem like absolute cluster ****s. Anyone have some tips on how to do better in this? I feel like i'm out skilled in both reaction time, and being able to spot people from very far away.

I would say your teammates are making better use of cover than you, and standing near them draw attention to your location while theyre shooting hints why a "random" kill is actually just a sniper setting up shop. Also "how did they see me" you have to realize some people have massive scopes, especially if you not coming from a sniper class you might not realise just how far they can zoom in. I would also suggest peaking through small areas, much safer, under trucks too - been getting quite a few people that way. Game type youre playing would also help us help you (unless I missed it).

the great thing about Battlefield, is the longevity of the series. This game is going to be here for a long time to come, so we basically have all of the time in the world, and the thing I personally think they do a great job of is not making higher ranked people overwhelmingly more powerful. I can definitely hold my own with any ranked person.

(Y)

Another thing, on XBL is there any way to guarantee you will actually be on the same team? My roommates and I squad up and get in an XBL party, so technically we are already in a squad. Yet somehow when we enter a game, we are not in the same squad and over half the time not even the same team.

This topic is now closed to further replies.
  • Posts

    • Microsoft releases PowerToys v0.100.1, fixes a bug that made remapped keys misbehave by Ivan Jenic Microsoft just released PowerToys v0.100.1, a patch update that addresses several stability and behavior issues found in v0.100.0. The v0.100.0 patch was a significant update for PowerToys, as it introduced all sorts of new features and additions, such as a rebuilt Shortcut Guide, a Command Palette Extension Gallery, webcam overlay support in ZoomIt, and more. However, the v0.100.0 version also introduced some bugs and stability issues. And now, Microsoft is addressing these issues in the new patch. The most impactful fix in this release perhaps is in Keyboard Manager, where remapped modifier keys were being delivered as system-key events, causing unexpected behavior in apps. The clearest example of this was Alt-to-Backspace remaps, deleting whole words instead of a single character. So, if you thought there was an issue with your keyboard, Microsoft just confirmed that it was PowerToys. Beyond the Keyboard Manager fix, v0.100.1 also addresses several other issues. It fixes a bug with Power Display that was preventing monitors from waking from standby correctly. Additionally, the new update patches Quick Access crashes on launch, and resolves a Shortcut Guide crash that occurred when switching between sidebar sections. Here’s the full changelog: Color Picker Fixed a bug where the main Color Picker window could appear inside the zoomed-in picker view Command Palette Fixed Run history initialization in AOT builds Fixed a bug where the Performance Monitor dock item could show ??? after restart Fixed the Hibernate command using the Sleep icon Limited the "pin to dock" dialog to displays where the dock is enabled Keyboard Manager Fixed modifier keys remapped to non-modifier keys being delivered as system-key events, which caused unexpected behavior in apps such as Alt-to-Backspace deleting whole words Power Display Fixed a bug where selecting On in the monitor power-state control did not wake a monitor from standby Fixed built-in display detection and brightness control on dual-GPU laptops where the internal panel is driven by the discrete GPU PowerToys Run Fixed VS Code Workspaces discovery after VS Code moved recently opened workspace data to shared storage Quick Access Fixed Quick Access flyout crashes caused by unhandled XAML exceptions during launch or page navigation Shortcut Guide Fixed a crash when navigating between Shortcut Guide sidebar sections Fixed number-key rendering in shortcut manifests and added a Postman shortcut manifest Updated bundled shortcut manifests to use the literal number-key token so number keys render correctly across apps ZoomIt Fixed a race condition in audio initialization for ZoomIt video recording You can download PowerToys v0.100.1 from the official GitHub releases page.
    • OBS Studio 32.2.0 Beta 2 by Razvan Serea OBS Studio is software designed for capturing, compositing, encoding, recording, and streaming video content, efficiently. It is the re-write of the widely used Open Broadcaster Software, to allow even more features and multi-platform support. OBS Studio supports multiple sources, including media files, games, web pages, application windows, webcams, your desktop, microphone and more. OBS Studio Features: High performance real time video/audio capturing and mixing, with unlimited scenes you can switch between seamlessly via custom transitions. Live streaming to Twitch, YouTube, Periscope, Mixer, GoodGame, DailyMotion, Hitbox, VK and any other RTMP server Filters for video sources such as image masking, color correction, chroma/color keying, and more. x264, H.264 and AAC for your live streams and video recordings Intel Quick Sync Video (QSV) and NVIDIA NVENC support Intuitive audio mixer with per-source filters such as noise gate, noise suppression, and gain. Take full control with VST plugin support. GPU-based game capture for high performance game streaming Unlimited number of scenes and sources Number of different and customizable transitions for when you switch between scenes Hotkeys for almost any action such as start or stop your stream or recording, push-to-talk, fast mute of any audio source, show or hide any video source, switch between scenes,and much more Live preview of any changes on your scenes and sources using Studio Mode before pushing them to your stream where your viewers will see those changes DirectShow capture device support (webcams, capture cards, etc) Powerful and easy to use configuration options. Add new Sources, duplicate existing ones, and adjust their properties effortlessly. Streamlined Settings panel for quickly configuring your broadcasts and recordings. Switch between different profiles with ease. Light and dark themes available to fit your environment. …and many other features. For free. At all. OBS Studio 32.2.0 Beta 2 changelog: Beta 2 Changes Fixed a CI deployment issue. There are no application changes since Beta 1. 32.2 New Features Replaced add source dropdown with new dialog [Warchamp7] Improved FPS selector UX [jcm93] Added missing file support for filters [exeldro] Added ability for plugins to set custom icons for new source types [cg2121] Included .webp files when adding a directory to Image Slide Show source [TarunCore] Added copy paste functions to frontend API [exeldro] Added filter to compose SDR into HDR [jpark37] Added delete as a hotkey to delete sources on macOS [PatTheMav] Added dynamic bitrate support to multitrack video [lexano-ivs] 32.2 Changes Forced Intel-based installations to update to Apple Silicon version on macOS [PatTheMav] This change means that OBS Studio versions built for Intel-based Macs but running on Apple Silicon Macs will automatically update to OBS Studio built for Apple Silicon Macs. If an installation was using third-party plugins, those plugins will no longer load until replaced with Apple Silicon versions. Fixed audio mixer state getting out of sync when changing settings via websockets or plugins [Warchamp7] Added theming for checked QToolButtons [glikely] Improved OpenGL performance slightly on low-end machines [kkartaltepe] Set minimum size for color source to 1 pixel [exeldro] Added minimum width to spinboxes [Warchamp7] Disallowed overwriting the crash handler [sebastian-s-beckmann] Applied process mitigation policies for Windows [notr1ch] Adjusted description of multitrack video [jhnbwrs] Changed new capture devices to use fallback frame rate by default [PatTheMav] Improved DLL loading behavior on Windows [notr1ch] Limited multitrack video config to Custom service [PatTheMav] 32.2 Bug Fixes Fixed OAuth and dock state save corruption [PatTheMav] Fixed group bounds not resizing when removing items [howellrl] Fixed canvas mixes not being restored after video reset [dsaedtler] Fixed some erroneous crashes during shutdown [Warchamp7] Fixed display capture sometimes capturing black after a duplicator failure [ThrowTop] Fixed color of controls dock output buttons in System theme [shiina424] Fixed virtual camera reset failures [stephematician] Fixed potential crash when user discards changes in the settings window [suogesi] Fixed incorrect return value in virtualcam filter [xtfo] Fixed source toolbar buttons not working after dragging a source into a group [Warchamp7] Fixed properties hint icon spacing [Warchamp7] Fixed potential crash when a video device reconnects on macOS [jcm93] Fixed an issue where PipeWire could fail on NVIDIA GPUs [hoshinolina] Fixed obs_canvas_get_video_info returning incorrect framerate [dsaedtler] 32.2 Deprecations Deprecated obs_properties_add_button [sebastian-s-beckmann] Download: OBS Studio 32.2.0 Beta 2 | Portable | ARM64 | ~200.0 MB (Open Source) View: OBS Studio Homepage | Other Operating Systems | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • Is a fast food restaurant a good metric to compare against?
    • Grand Theft Auto VI pricing revealed alongside Ultimate Edition and pre-loading details by Pulasthi Ariyasinghe Last week, Rockstar revealed Grand Theft Auto VI pre-orders will be starting soon, and just a day ahead of that, now the studio has announced the official pricing for the highly anticipated game. This has been a hotly debated topic among fans and industry veterans for a long time, considering the game is expected to be the biggest entertainment product launch ever. The confirmed pricing for the Grand Theft Auto VI standard edition is $79.99, which Rockstar says gives access to the "single-player experience set in the biggest, most immersive evolution of the series yet." This follows what most of our readers thought would happen with the pricing too. At the same time, a $99.99 Grand Theft Auto VI: Ultimate Edition has been confirmed as well, which lands with "an exclusive collection of premium vehicles, weapons, apparel, and action threaded across all aspects of Jason and Lucia’s story." Pre-ordering will also give fans extra bonuses, including a Vintage Vice City Pack of cosmetic items as well as a free month of GTA+. Head to the official website of the game here to check out all the cosmetic rewards the Ultimate Edition and pre-orders bring. Interestingly, the studio does not mention Grand Theft Auto VI multiplayer at all in today's announcement. Perhaps this will arrive later, following the campaign launch, or the studio is keeping that reveal for a later date. Digital pre-orders for Grand Theft Auto VI will begin on June 25, 2026, at midnight local time across regions for Xbox Series X|S and PlayStation 5. The title is slated to launch on November 19 on those same platforms. Pre-loading for Grand Theft Auto VI will kick off on November 12, giving players a week to get the game ready on their consoles. As for the physical edition, Take-Two has confirmed that this will be available without a disc, with the box only containing a download code inside. This will be purchasable starting November 12, giving players who take this route time to pre-load the title as well.
  • Recent Achievements

    • One Year In
      OHI Accounting earned a badge
      One Year In
    • First Post
      Almohandis earned a badge
      First Post
    • Rookie
      DaviKar went up a rank
      Rookie
    • Dedicated
      HidekoYamamoto94 earned a badge
      Dedicated
    • One Month Later
      timbobit earned a badge
      One Month Later
  • Popular Contributors

    1. 1
      +primortal
      474
    2. 2
      +Edouard
      172
    3. 3
      PsYcHoKiLLa
      122
    4. 4
      Michael Scrip
      83
    5. 5
      Xenon
      72
  • Tell a friend

    Love Neowin? Tell a friend!