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When Battlefield is good, it's really, really good. There's a magic to be found when zipping to a distant capture point in an armoured vehicle, your friends in tow as you man the rear guns and take potshots at the fighter plane above that then comes screaming down in a streak of fire and crashes into a building, sending it tumbling to the ground and taking out the squad that was camping there. It's breathless stuff - and when Battlefield's sandbox delivers, there's nothing quite like it. Of course, there's the other side to Battlefield as well.

SEE VIDEO BY TOPIC: Why Battlefield 1 Was An EMOTIONAL MASTERPIECE In 10 Minutes

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SEE VIDEO BY TOPIC: So I went BACK to Battlefield 1... in 2020

BF1 better than BFV?

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When Battlefield is good, it's really, really good. There's a magic to be found when zipping to a distant capture point in an armoured vehicle, your friends in tow as you man the rear guns and take potshots at the fighter plane above that then comes screaming down in a streak of fire and crashes into a building, sending it tumbling to the ground and taking out the squad that was camping there. It's breathless stuff - and when Battlefield's sandbox delivers, there's nothing quite like it.

Of course, there's the other side to Battlefield as well. The one where you're running aimlessly across a vast map, not entirely sure where to head next, and having your long journey to a capture point cut short by some sniper camping out on some faraway hill. It's frustrating to the extreme. Or maybe you just fell foul to one of the many glitches to be found.

When Battlefield's bad, it can be really, really bad. True to form, Battlefield 5 has offered a bit of both. It launched just under a year ago, undercooked and with support in its first few months patchy at best.

Firestorm made a belated debut earlier this year, and offered a fascinating take on the Battle Royale genre, though support seems to have petered out, while elsewhere new maps were only being added sporadically. Being a Battlefield 5 player has been, more often than not, a deeply frustrating experience. Turning around struggling games has become something of a DICE speciality, starting with Battlefield 4 - one of the more disastrous launches in recent years, yet a game that went on to become one of the most cherished multiplayer shooters of the generation.

Even Star Wars: Battlefront 2, which rightfully attracted controversy around its launch, has been turned around. I dipped in recently to see where it's at, and was pleasantly surprised; it's actually good now. Battlefield 5 never really attracted the same ire, but it's certainly benefited from the same kind of care and attention in recent months. The rate at which maps have been added has amped up, and this week sees arguably the biggest addition to Battlefield yet with the addition of the Pacific theatre.

It's a pointed return to the series' roots, bringing it all back to maps that riff off the classics that featured in 's Battlefield There have been some tweaks. Iwo Jima, which heads up the new expansion, takes the Battlefield original and expands upon it. Visually it's a bit more muted - cues have been taken from cinematic depictions of the conflict, most notably Clint Eastwood's Flags of our Fathers and its companion piece Letters from Iwo Jima - with the volcanic geology making the beaches feel like a moonscape.

There's more detail, too - those wide expanses on the front give way to a network of tunnels through Mount Suribachi, both of which combine for a map that provides a variety of different styles. Play it in Breakthrough and you get Battlefield 5's own take on storming the beaches as you invade the island when playing as the US forces.

Invasion's a big part of what this particular expansion is about, so Breakthrough seems like the perfect way to embody all that. When you're playing as Japanese forces, you're on the backfoot, fortifying defences and pushing back against the invading forces. It gives this expansion its own particular flavour. Pacific Storm's the other new map, which brings to mind another piece of cherished Battlefield history. This time out it's Battlefield 4's Paracel Storm that's the inspiration, with an archipelago being battered by DICE's dynamic weather system.

That cluster of islands also means that water-faring warfare is a very real option, with a battered dinghy that's one of the new vehicles in this new expansion the perfect vehicle to stealthily storm a point.

Really, though, it's the most iconic Battlefield map of them all that's the star attraction - even if it's not coming until a little further down the line in December. War in the Pacific reintroduces Wake Island, though at present it's still under construction so our own playtest wasn't available for capture.

Rest assured it's faithful to the original, with what feels like a slightly larger scale and more fidelity in its telling. The horseshoe layout of the island still makes for amazing encounters, too, with boats zipping from coast to coast in a distillation of all that's great and good about the Battlefield series.

Indeed, War in the Pacific feels like a pointed return to the foundations of Battlefield, and a return to all the traits that made everyone hold the series so dear. It's been a bumpy ride for Battlefield 5, with its sporadic updates, a road map that was soon thrown out the window and the frustrations of players having to put up with frequent bugs. War in the Pacific puts it all back on surer footing, and it comes off the back of a period of increased support for Battlefield 5 from DICE that makes it all a much more palatable offering.

If you've been holding off on this for a while, perhaps now's the time to dive in. After this update, Battlefield 5 is, more often than not, really really good.

Soon after our hands-on session with Battlefield 5's expansion, it emerged that there's no new Battlefield coming next year - and it seems that DICE is finally being given some room to breath, and there's hope that next time around it can launch a game in strong shape rather than having to scramble to fix things as it's done in the past.

I sat down with Lars Gustavsson, a veteran of the series having been at DICE since its inception, to talk about Battlefield's recent past, and it's near-future too.

We're coming up to 12 months since Battlefield 5 came out. What would your assessment be of that first year? Lars Gustavsson: It's been quite a journey. Coming back to the Second World War and all the possibilities that brings, but also all the expectations. It's an era that's been out there in so many movies and so many games. And then coming out and scrambling, and shifting our mindsets much more to a live service - especially when we're used to premium model - and trying to unify the community.

Which ultimately was the biggest flaw with premium - it splintered the community. So from that perspective, I think it's been quite a ride! Pushing hard to do more frequent updates and listen in to the community - especially now, from from summer to autumn we've refocused our efforts and push with the most recent updates - large conquest and most recently with Operation Underground.

I think there's definitely something very positive growing in the community which makes me happy. I was just watching the phone as you stepped into the room as the trailer hit. I was just on the Reddit and everyone's just over the moon with the new trailer. It's gone down very well. So it seems like Battlefield 5 is in a better place now but the cadence of updates was was quite erratic at the start. Was it harder adapting to the live service model than you anticipated?

Lars Gustavsson: As a studio I often say - I mean it's a big studio, it's a part of big EA and it's often probably perceived as such on the outside as well. Sometimes we get it you know, it's a big company and a big machine. But as the market grows continuously, tech evolves and the world around us changes there's no shortage of learnings. So just all the learnings we have picked up to in the last year - how do we work with Tides of War. What works? What do people engage with?

When do we make it too hard? What are people expecting? You know, week after week of tonnes of learning, so and also all the hard work that just goes into the process of having a big team cramming out fixes, some content, and then delivering it to our players. So it's big machinery, beyond building a few maps and getting them out there. Lars Gustavsson: I think overall, I think I mean, for us, the biggest one has been to, to focus our efforts.

And I think a big part for us is really working with internal processes and being smart about it. I remember when we did Codename Eagle or Battlefield - it might have topped 25 people or something. But these days, teams are so much bigger and it's very easy that you don't get the flow you won't with communication, especially when you have constant deadlines to work with. That's a constant strain on the team.

So I think sometimes, you know, working harder and all of that doesn't work. I think for us working with the processes and simple things like the daily stand ups, how can we make it better, and make communication flow? And also externally, how do we talk to our players to handle expectations, to be transparent with where we're heading, but go into details as we get closer to it rather, to send the right expectations.

We're learning along the way, and I think that's part of it. I think the whole industry is in a transformation right now - or maybe it's wrong to say right now since 10 years back people talked about PC dying, only the titles will live. Then suddenly you mobile, Xbox Live Arcade and everything. So the world has always been in transformation. As developers, it's not only to continue to deliver cool experiences but it gets more and more important how you do it in a way where you stay healthy as a company and as individuals.

And also please your players. There's players coming down on you saying they want more updates, and that must be a strain internally. Lars Gustavsson: It's like Mr. Ford said in regards to the faster horse. Sometimes you also need to listen and listen carefully what they say. But what does it ultimately mean that they want? Is it a symptom or the course that you're trying to get to.

A lot of the behind the scenes work is looking at behaviours and what works well - these days with telemetry it's easier to follow. But that's in itself takes a lot of time. So I think we're learning a lot in how to work closer with our players and be guided by data, guided by communication with players and also, in order to not build a faster horse but a car.

You also need to have your gut feel, your expertise in the building to dare to take that next step. Data is obviously really good but also instincts are important. I'm sure when you were making Battlefield that wasn't so much data driven. That was more asking what would be cool. Lars Gustavsson: If we'd have listened to people Every publisher said you can't do it. And that's probably became a spark for that underdog mentality.

Yeah, say we can't do it. Well, I'll show you. And for me that's what's been the mentality of DICE. Mirror's Edge tried something that no one else had done before.

11 essential Battlefield 1 tips to know before you play

Millions of fans will experience this kind of feeling when they play this first-person shooter from DICE and Electronic Arts when it debuts on October EA took a lot of risks going backward in time, when the trend for shooter games was to shift from modern war to science fiction, as Activision has done with Call of Duty: Infinite Warfare. It is less about being historically accurate, and more about re-creating the visceral feeling of being in the war.

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Play as When you hear the rumble of a tank, you've got two options: you can run, or turn and fight. Assaults come equipped with explosive Gadgets to combat vehicles, making them the go-to Class for taking down stuff that rolls, flies, sails, or does anything besides walk on two legs. Want nearly endless ammo for you and your squad?

Kid reviews for Battlefield 1

Categories Discussions. April 3, PM. Am I the only one? Not sure if anyone gets what I'm trying to say lol. What is your guys opinion? Just curious to see who agrees with me Bf1 is miles better than bfv yes. Wish dice and ea had put more dlc's out for bf1 than rush out with shittlefield 5. No better feeling spawning in a game of operations on a team that's getting done and turn the tide and end up winning knowing that you did it. I got bfv on its release date and it was sold under a week later.

With no new title on the near horizon, Battlefield is returning to its roots

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Storm of Steel is the first mission featured in the Battlefield 1 singleplayer campaign.

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RANKING EVERY LMG IN BF1 FROM WORST TO BEST! | Battlefield 1

Battlefield 1 remains one the finest multiplayer games on consoles, and the community of players is still healthy two years after release. However, after spending months playing the game following release, I noticed that most players needed a little help to realise their true potential. Heck, I was still learning as the ranks ticked by.

Фонд электронных границ сразу увидел в этом конфликт интересов и всячески пытался доказать, что АНБ намеренно создаст несовершенный алгоритм - такой, какой ему будет нетрудно взломать. Чтобы развеять эти опасения, конгресс объявил, что, когда алгоритм будет создан, его передадут для ознакомления лучшим математикам мира, которые должны будут оценить его качество.

Команда криптографов АНБ под руководством Стратмора без особого энтузиазма создала алгоритм, который окрестила Попрыгунчиком, и представила его в конгресс для одобрения. Зарубежные ученые-математики проверили Попрыгунчика и единодушно подтвердили его высокое качество. Они заявляли, что это сильный, чистый алгоритм, который может стать отличным стандартом шифрования.

Storm of Steel

- Ты должна помочь мне выбраться отсюда. Она ничего не понимала. Все это было лишено всякого смысла. - Сьюзан, ты должна мне помочь. Стратмор убил Чатрукьяна.

The main game should have had a white man on the cover and the Harlem I honestly don't mind the Harlem Hellfighters DLC and I think it is a good thing that.

Она услышала шелест одежды, и вдруг сигналы прекратились. Сьюзан замерла. Мгновение спустя, как в одном из самых страшных детских кошмаров, перед ней возникло чье-то лицо.

Warranty & Support

Сьюзан никогда еще не видела шефа столь подавленным. Его редеющие седые волосы спутались, и даже несмотря на прохладу, создаваемую мощным кондиционером, на лбу у него выступили капельки пота.

Его костюм выглядел так, будто он в нем спал. Стратмор сидел за современным письменным столом с двумя клавиатурами и монитором в расположенной сбоку нише.

Battlefield 1 delivers memorable moments from the horror of World War I

В дальнем углу, прямо под табло, которое когда-то показывало счет проходивших здесь матчей, он увидел слегка покосившуюся телефонную будку. Дай Бог, чтобы телефон работал, мысленно взмолился Беккер. Двигаясь к будке, он нащупывал в кармане деньги.

Чьи-то стальные руки прижали его лицо к стеклу.

Самый дорогой компьютер в мире на его глазах превращался в восьмиэтажный ад. Стратмор медленно повернулся к Сьюзан. Тоже неподвижная, она стояла у дверей шифровалки. Стратмор посмотрел на ее залитое слезами лицо, и ему показалось, что вся она засветилась в сиянии дневного света.

Минуту он наслаждался полной темнотой. Сверху хлестала вода, прямо как во время полночного шторма. Стратмор откинул голову назад, словно давая каплям возможность смыть с него вину. Я из тех, кто добивается своей цели. Стратмор наклонился и, зачерпнув воды, смыл со своих рук частицы плоти Чатрукьяна.

Его мечта о Цифровой крепости рухнула, и он полностью отдавал себе в этом отчет.

Он швырнул Беккеру ключи от веспы, затем взял свою девушку за руку, и они, смеясь, побежали к зданию клуба. - Aspetta! - закричал Беккер.  - Подождите. Я же просил меня подбросить.

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