Battlefield 4 Express Train Assignment Definition

The new Battlefield 1 update 1.18 is now live to download on all platforms.

This include the remainder of the Turning Tides DLC content, which should be available to Premium Pass owners on PS4, PC and Xbox One.

Battlefield 1 Turning Tides – North Sea includes two new maps – Heligoland Bight and Zeebrugge –  as well as the British Empire’s Royal Marines, and the C-Class Airship.

Zeebrugge is one of the final maps for the third expansion and along with Heligoland Bight, focuses on the North Sea battles between the German and British forces.

The map is concentrated around the Zeebrugge Raid, which took place on the night of April 23, 1918. British forces attempted to block the port of Bruges-Zeebrugge, in conjunction with a surprise attack on a defensive mole.

Heligoland Bight, meanwhile, is influenced by the first naval battle of World War 1, fought on August 28, 1914. 

Key sectors include the famous red cliffs of Bunker Beach, the tall rock pillar standing near the lighthouse, a man-made wave breaker wall opposing a wrecked German cruiser, and the neighboring Dune Island.

This will be exclusive to Special Pass holders for the next two weeks, whereas all the other changes and bugfixes will be available everyone who downloads the patch today.

More on the new Battlefield 1 update and the Turning Tides DLC Can be found below:

NEW: VEHICLE

The all-new C-Class Airship is equipped with 4 seats and 2 package loadouts. Pilots can deliver an immense payload of artillery and bombs, as they navigate the skies. Front gunners are equipped with a 76mm cannon, while rear gunners provide support with a 20mm Autocannon. Top gunners offer anti-aircraft protection with a mounted AA gun on the top of the vessel. Like tanks and the new L-Class Destroyer, pilots can self-repair the C-Class Airship to maintain dominance in the sky.

NEW: UNIFORMS

Don the characteristic blue uniforms of the British Empire’s elite naval troops, the admirable Royal Marines.

NEW: IMPROVED WEAPON BALANCE

With the addition of new weapons from each expansion pack and the growing community of skilled players, we found it necessary to rebalance the weapons to increase the pacing of combat and balance the loadout options among and between the various classes in Battlefield 1.

These changes are far-reaching, across the breadth of Battlefield 1 weapons, which may be difficult to feel when trying them out for the first time.  There are a lot of changes, which may not be noticeable immediately and may only become more apparent with time.  Players should find a faster time-to-kill (TTK), be more capable in out-numbered scenarios, and find greater distinction between different weapons and weapon types.

The following summaries detail how these changes will alter the encounters at the ideal engagement ranges:

Assault vs Medic

  • Medic remains superior at any distance outside of very close range
  • The overall decrease in TTK at close range for Assault weapons should ensure their superiority at ideal engagement range

Support

  • The biggest difference here is that Support weapons will be slower to get on target at close range, pushing the engagement slightly more in favor of the Assault than it already was 
  • At longer distances the Support LMGs remain far superior to the Assault SMGs and shotguns

Scout

  • These encounters remain mostly unchanged
  • These classes are opposite extremes; the winner of the engagement will usually come down to range

Medic vs Support

  • The main change here is in how the Medic approaches an LMG. Previously the SLRs were like LMGs in terms of raw TTK, meaning it was often possible to outshoot one head to head. With the changes this is more dangerous, as the LMG will be more likely to kill the Medic before he can reach cover to heal
  • LMG accuracy at close range is weaker than before however, plus Medic rifles have improved range, leaving the medic with several options of approach - take potshots at the Support from longer distances, or attack from unexpected angles to exploit the LMG weakness when not already in ADS or on a bipod.

Scout

  • Medics are slightly more accurate at longer distances and are therefore an increased threat to Scouts than previously
  • Otherwise these encounters remain unchanged

Support vs Scout

  • Support is slightly more dangerous at long range than before. There is therefore increased pressure on the Scout to score a one hit kill from an unexpected location before the Support can return fire
  • Otherwise these encounters remain unchanged
  • With regards to weapon family specific changes, you will see an overall reduction in the number of bullets required to kill a target at a weapons ideal engagement range, along with some general improvements to their handling:

Shotguns

  • Shotguns remain the strongest close-range weapon with generally very poor ranged performance (except for the “Slug” variants)
  • They have suffered from inconsistency due to how shotgun pellets work, which we’ve improved by reducing how much randomness plays a part in the shotgun dispersion.  All shotguns now fire 12 pellets.  The dispersion is now broken down into 12 sectors, 6 in an inner circle and 6 in an outer ring.  Each sector will contain 1 pellet.  This ensures that all 12 pellets are more evenly spread over the dispersion cone, and prevents all the pellets from bunching up in one area, which could cause lucky one hit kills at longer distances, or inversely result in a complete miss.

Sub Machine Guns - SMGs

  • SMGs remain very strong close-range weapons, second only to Shotguns
  • High bullet damage drop-off and large spread make them ineffective at longer distances than all other weapons, with the exception of Shotguns
  • The variance in raw TTK of the SMGs has been reduced, reducing the benefit of that advantage on specific SMGs (such as the Hellriegel and Automatico) and increasing the options available to Assault players

Light Machine Guns - LMGs

  • LMGs offer the most firepower, but at the cost of handling and mobility
  • The strongest weapon at medium range when ready for a fight
  • If caught off guard however their poor hip-fire and high spread mechanics put them at a disadvantage

Self-Loading Rifles - SLRs

  • The most flexible weapon
  • Slightly weaker in terms of TTK than most other weapons but with advantages over all others in some area
  • Much better ranged performance than SMGs and shotguns
  • Better handling and can get on target accurately faster than LMGs
  • More effective at closer ranges than bolt actions

Bolt Actions

  • Bolt actions offer one hit kills at longer ranges
  • They have very low fire rates however which makes them very weak up close
  • These are the least changed weapon type

OTHER UPDATES

PLAYER PROGRESSION

  • Vehicle damage performed by K Bullets fired from the Martini-Henry sniper rifle are now properly tracked for the Overwatch Service Assignment.
  • Reduced the requirements of the Ribbon of Justice from 5 kills in a round to 2.

UI & HUD

  • The player outlines now comply with the colorblind settings.
  • Added custom colorblind color settings in the video options.
  • Players can customize the size and opacity of world icons in the gameplay options.
  • Hit indicators can be customized with different colors for critical hit kills.
  • Detailed mini-map/full map customization is now in the gameplay options.
  • Vehicle spawn logic has been changed to allow players to select the spawn point even if a vehicle is not available, which will allow players the opportunity to customize vehicles at the deploy screen more often.

WEAPONS, VEHICLES, & GADGETS

Numerous weapon balance tweaks. Here’s a short list of some noteworthy changes among many more:

  • Slightly tweaked the damage models for several Medic rifles:
  • Farquhar-Hill damage drop off started at 34 but now is 46.33 meters.
  • Farquhar-Hill damage drop off ended at 52 but now is 59 meters.
  • M1907 SL damage drop off ended at 55.6 but now is 60 meters.
  • Autoloading 8.25 damage drop off started at 19.5 but now is 16 meters.
  • Autoloading 8.25 damage drop off ended at 40 but now is 45 meters.
  • RSC 1917 vertical recoil has been adjusted from 1.8 to 1.5 degrees.
  • RSC 1917 horizontal recoil has been adjusted from 2.2 to 1.8 degrees.
  • RSC 1917 rate of fire has been adjusted from 163 to 179.9 bullets per minute.
  • Increased the 3-hit kill range of the Cei-Rigotti by 10 meters.

Continued to tune automatic weapons:

  • Adjusted the spread for LMGs.
  • LMGs now have slower zoom-in speeds to further differentiate them from SMGs
  • LMGs and SMGs now have slightly increased vertical recoil.
  • The vertical recoil bonus on the Storm variants for SMGs and LMGs have been reduced slightly.
  • The SMG 08/18 Optical’s first shot spread multiplier has been reduced.
  • LMG bipods will now remove spread increase while firing entirely when mounted with a lower reduction in horizontal recoil.
  • Overall this change makes heavy MGs with high first shot spread multipliers benefit slightly more from the bipod, while high fire rate LMGs with high horizontal recoil will receive less benefit.
  • Increased the 2-hit kill range of the Russian 1895 Trench from 47 to 70 meters.
  • Increased one hit kill headshot range of the Russian 1895 Trench from 41 to 64 meters.
  • Cavalry Russian 1895 2-hit kill range has increased to 90 meters.
  • Cavalry Russian 1895 one hit kill headshot range increased to 84 meters.
  • Fixed an issue where the Infiltrator Elite flare would brighten the entire level for the opposing team.
  • The K Bullet system, and the damage dealt, was refined for the M91 and Carcano.
  • Fixed an issue where occasionally empty shells would not eject from the Carcano.
  • Fixed an incorrect recoil decrease for the Maschinenpistole M1912/P.16.
  • Fixed a lower than intended recoil decrease on the Arisaka.
  • Fixed an incorrect recoil decrease for the M1917 Trench Carbine.
  • Fixed the accuracy of the M1917 Trench Carbine when crouching, moving, and shooting from the hip.
  • Reload timers were fixed for the M1917 LMG by removing the artificial delay on the short reload.
  • Fixed an issue with the AA sights on the M1917 MG where the rear sight wasn’t properly attached to the feed tray cover.
  • Improved alignment of the iron sights of the FA Automatic.
  • Fixed an issue causing shotgun damage and audio to be spread across multiple frames.
  • Reduced the inner blast radius of the Martini- Henry grenade launcher, on the Infiltrator Elite Class, from 2 to 1 meter.
  • Fixed a bug where the Martini-Henry grenade launcher did not use its arm time, resulting in higher than intended damage.
  • Reduced the ammunition count of the Martini-Henry grenade launcher from 21 to 11.
  • Reduced the reload threshold for the Martini-Henry grenade launcher.
  • Fixed a bug that allowed the Bristol Attack plane and Ilya Muromets Heavy Bomber to utilize weapons from multiple packages.
  • Increased the mine removal radius for the A7V Heavy Tank.
  • Greatly improved the reliability of the AA guns when firing against bombers from certain angles.
  • AT Rocket Gun, and similar weapons, can now be fired from the passenger seat of vehicles.
  • Infantry placed mines (AT and Tripwire) have been adjusted so players can no longer stack them close together.  To compensate for this, the power of each mine has increased:
  • AT Mine damage has increased by 50%.
  • AT Mine radius has been adjusted to 2 meters.
  • Tripwire Mine – HE deals twice as much damage to sprinting players.
  • Tripwire Mine – Gas has a small 15 damage explosion when tripped – dealing damage to player who may already be wearing a gas mask.  This damage is doubled for sprinting players.

MAPS & MODES

  • Removed all Elite Classes from War Pigeons mode.
  • Fixed an issue where several weapons were causing unwanted dips in ambient SFX volume in certain parts of Cape Helles.
  • Increased visibility of boat wakes.
  • Fixed an issue that would allow Defenders to spawn airplanes in the third sector of Cape Helles, in Operation Gallipoli.
  • The Ottomans now use the Gotha Bomber on Cape Helles
  • Fixed an issue where the medic primary weapons were not available in the Custom Game: Armored Kill.
  • Adjusted the combat zones in Cape Helles on both Operations and Rush game modes, allowing more pathing and fewer places to camp.
  • Moved the Ottoman plane and torpedo boat spawns in Cape Helles.
  • Adjusted the British boat spawns in Cape Helles.
  • Moved the Defenders spawns in the first sector of Rush on Cape Helles.
  • Adjusted some problematic spawns in Conquest on Achi Baba, to avoid spawning in high traffic areas.
  • Fixed squad spawning on the final objective of Rush on Lupkow Pass.

MATCH EXPERIENCE

  • Fixed some bugs related to players being disconnected while connecting to a game server.

RSP

  • Added an RSP option that allows removal of the delay that spectators experience so that things are witnessed as close to real time as possible.
  • Added a toggle to turn off/on the pre-round minimum of 6 players.
  • Increased the ban list size to 200 (from 100).
  • Increased the VIP list size to 50 (from 20).
  • Increased the admin list size to 50 (from 20).

GAMEPLAY

  • Fixed an issue that allowed the player to use some Pistol Carbines while swimming.
  • Improved inconsistent slowdown on steep hills. It now occurs on movement direction, instead of the direction you’re facing.
  • Slowdown will occur when climbing diagonally, as well as directly up/down a hill.
  • Corrected slowdown when climbing up hills backwards.

GENERAL

  • The game will no longer expose interlaced video modes in the PC video options. If you have previously experienced blurry output on PC due to the game running in a full screen interlaced mode, please re-select a mode in video options to update your profile settings to use a progressive display mode.
  • Fixed a bug where certain VFX would trigger when colliding with invisible geometry.
  • Fixed an issue with VOIP volume option not behaving as intended.
  • Fixed a bug where spectators would be kicked from the game if the last player left.
  • Removed some of the female Russian Scout spotting lines that mentioned German soldiers and vehicles.
  • Fixed an issue where Russian self-voice says “tank” when spotting a Scout soldier.
  • Fixed an issue where players occasionally encountered a loading loop the first time they tried to launch a Single Player level after playing through the Prologue.
Battlefield 4

Promotional artwork

Release Date: 29 October 2013
Developer: DICE
Publisher: Electronic Arts
Series: Battlefield
Platforms: PC
Playstation 4
Playstation 3
XBOX One
XBOX 360
Genre: First-Person Shooter

Battlefield 4 is an installment in the Battlefield series developed by Swedish game developer DICE and published by Electronic Arts. Players pre-ordered Medal of Honor: Warfighter would be granted early beta access to the game. The game was released on October 29, 2013.


The following weapons are seen in the video game Battlefield 4:

Handguns

Handguns are the only class of weapon to be equipped in the secondary slot in multiplayer (with the single exception of the Serbu Shorty 870). They offer a faster transition time than reloading a primary weapon. In an odd departure from Battlefield 3, magazine-fed handguns all use identical reloading animations. Hammers are in the proper positions for single action firing, if available. Handguns offer relatively high damage (even more so with revolvers) at very short range and low damage at distance. Attachments available include lights, lasers, barrel attachments, and both iron and optical sights. Revolvers may not be suppressed.

Beretta M9

The Beretta M9 returns from Battlefield 3 and is the second sidearm to be unlocked. It is nearly identical to the P226 in performance aside from a slightly different recoil pattern. The M9 is the United States military designation for the 92FS. When utilizing accessories such as lights and lasers, the M9A1 variant with an integrated rail would be more appropriate. The M9 requires a score of 4000 points earned with pistols to unlock. The M9 model is also reused for the three-round burst "93R", although it started out with a 20+1 capacity (despite using a 15-round magazine model), after a patch it now has a 15+1 capacity just like the standard M9. Beretta M9s are seen holstered on Clayton "Pac" Pakowski and the United States Marine Corps Support character's chest holster. The Russian Recon and Support troops are also seen carrying M9s for whatever reason. The US Support character model is the only American unit which has an M9 on them. The other USMC soldiers carry Glock 17's in various holsters.

Chiappa Rhino 40DS

A Chiappa Rhino revolver with a 4-inch barrel appears in the DLC Naval Strike, called the "SW40". The Rhino's visible hammer does not move while firing, which is actually correct, as the gun has an internal hammer and the visible part is simply a lever used to cock the internal hammer, which does not stay back after the internal hammer is cocked, nor does it move while firing (a comparison could be made to an AR-15 or MP5 charging handle, which only moves when moved by the user, as they are separate from the bolt).

CZ 75 SP-01 SHADOW

The CZ 75 SP-01 SHADOW chambered in .40S&W appears as the "CZ-75" and is an unlockable sidearm in the game, holding 12+1 rounds. It is a factory-custom, competition oriented variant of the popular CZ 75. This pistol requires a score of 45000 points earned with pistols to unlock.

FN Five-seveN

The FN Five-seveN is available in multiplayer as an unlockable sidearm and holds 20+1 rounds. In-game, the Five-seven does slightly less damage than 9x19mm pistols but benefits from having superior accuracy and a large magazine capacity. The Five-seveN requires 28000 points with handguns to unlock.

Glock 17

On the cover art, as well as other promotional artwork, Recker is seen holding a Glock 17 with a flashlight attached to it. The standard version has the same tan frame as the game's Glock 18. It is only seen in the singleplayer campaign, used by NPCs. Pac wields the Glock 17 as his standard sidearm throughout the campaign (Even though he has a Beretta M9 in his chest holster), Captain Garrison uses one with a black frame in the level "South China Sea", as well as Agent Kovic in Shanghai. Like the previous game, the black frame model is seen holstered on almost all USMC soldiers, except the support character (Which uses Pac's body model) in multiplayer, They have a holstered Beretta M9 in a chest holster.

Glock 18

The Glock 18 is the only fully-automatic capable handgun in the game. It features a 1100 round per minute fire rate and has a 17+1 round capacity (previously 19+1). The Glock 18 requires 23000 points with handguns to unlock. It is worth noting that, as in Battlefield 3, it actually reuses the G17's model with an 18's selector switch - it features all the cocking serrations, instead of the middle portion being flat where the fire mode markings should be.

Heckler & Koch HK45C

The Heckler & Koch HK45C is the last sidearm to be unlocked in multiplayer, and is listed as the "Compact 45" presumably for trademark reasons; however, DICE's internal file name for the pistol remains "HK45C". The model has been brought in from Medal of Honor: Warfighter, It uses the 10-round extended "elephant foot" magazines, and has the threaded barrel of the 45CT. The actual HK45CT has been adopted by United States Naval Special Warfare units in limited numbers as the Mk 24 Mod 0 Combat Assault Pistol. The HK45C is the last handgun unlocked via score in multiplayer, requiring 57000 points with handguns.

IMI Desert Eagle Mark XIX

The Desert Eagle Mark XIX chambered in .44 Magnum appears as the "DEagle 44" in the Dragon's Teeth DLC and holds 8+1 rounds. Fitting the "Compensator" attachment to the weapon will add the factory IWI muzzle brake (referred to in the second image). However, fitting the "muzzle brake" attachment will utilize the same generic brake used on other pistols. This handgun is unlocked with the completion of the "Recoil Kinetics" assignment.

Marlin Model 1894

A custom Marlin Model 1894 lever-action rifle is included in the Spring 2015 Patch and is modernized with rails, a stainless steel finish, custom sights, a custom lever, engravings, and a short stock and barrel. Referred to in-game as the "Mare's Leg". Bizarrely, it is the only weapon outside of the "Sniper Rifle" category able to equip the 40x Ballistic Scope.

Mateba Model 6 Unica

The Mateba Model 6 Unica appears as the "Unica 6" in the Dragon's Teeth DLC. If the Compensator attachment is used, the gun will use its own unique compensator instead of the generic P226 compensator for most other handguns. A 3x scope is also available in addition to the standard selection of sights. It is unlocked with the completion of the "Big Splash" assignment.

MP-412 REX

The MP-412 REX first appears in the singleplayer campaign, with Dunn giving it to Recker to shoot out the windshield of the car as it's sinking into the ocean after a total eclipse of the heart. The MP-412 was never put in full production, so its presence in a United States MARSOC unit could only be explained as a war trophy, taken from Russian forces. The player must simply complete the first mission of the singleplayer campaign, "Baku", to unlock it in multiplayer.

MP-443 Grach

The MP-443 Grach returns from Battlefield 3 and features one of the higher handgun magazine capacities at 17+1. It is unlocked in multiplayer by earning 13000 points with pistols. Curiously, the MP-443 is not seen holstered on Russian Army soldiers. Instead, they have holstered Chinese Norinco QSZ-92-5.8's.

Norinco QSZ-92-5.8

The Norinco QSZ-92-5.8 appears in Battlefield 4. The weapon has flip-flopped between 15-round and 20-round magazine capacities, starting with 20 in the beta, 15 in the final release, then patched back to 20 later. In reality, both 15-round and 20-round magazines for the 5.8x21mm rounds are in existence. The QSZ-92 requires 8000 points earned with pistols to unlock. QSZ-92 is correctly holstered all Chinese Army soldiers, but it's also seen in Kimble "Irish" Grave's holster and even Russian Army soldier's holsters. The weapon has very similar stats to the FN Five-seveN.

SIG-Sauer P226R

The SIG-Sauer P226R is the starting pistol for all classes. The model has been brought over from Medal of Honor: Warfighter. The P226 is one of the few weapons in-game depicted with a threaded barrel. It holds 15+1 rounds.

Taurus Model 44

The Taurus Model 44, once again listed as the ".44 Magnum", is available in multiplayer as the second to last sidearm unlocked. It can kill with just two shots in close range. It has a 3x scope available in addition to the standard selection of sights. It requires 51000 points earned with pistols to unlock.

Vickers Tactical Custom 1911

A one-off custom variant of the M1911, made by Larry Vickers of Vickers Tactical specifically for Medal of Honor: Warfighter, replaces the M45 MEU(SOC) from Battlefield 3. Noticeably, the Vickers trademarks are removed, and it now uses a 7-round magazine compared to 8 from the last game. It is one of the later sidearms unlocked in multiplayer, requiring 34000 handgun points. It has a 3x scope available in addition to the standard selection of sights (When using the 3x scope, the scope mount attached is the same model used on the "M39 EMR"). The original M45 MEU(SOC) or the newer Colt M45A1 would have been a far more realistic choice as they are actually in service with the United States Marine Corps Special Operations Command. The M45A1 was however put into service by the US Marines after this game's release.

Battlefield 4 - China Rising (2013)
Battlefield 4 - Second Assault (2014)
Battlefield 4 - Naval Strike (2014)
Battlefield 4 - Dragon's Teeth (2014)
Battlefield 4 - Final Stand (2014)
Beretta M9 - 9x19mm
Iron sights.
The slide just about to magically lock back at the start of the reload animation.
Mashing in a new magazine. Note that the slide is not even close to its fully locked back position.
Sgt. Recker finds himself with yet another handgun uncomfortably close to his face, this time a Beretta M9 at the beginning of the Tashgar level.
Beretta 93R - 9x19mm. A real 93R, for comparison.
The "93R", here with its default steel blueish finish. Note that the only difference between this gun and the M9, aside from the finish, is the 93R-style foregrip.
The 93R wannabe without its unique finish, clearly showing that the model is simply reused from the M9.
Due to the fact that the soldier does not actually hold the foregrip (unlike Battlefield 3), it's hard to tell the difference between the M9 and the 93R in first person until you sprint or reload it, especially as it does not have its unique finish applied here.
Chiappa Rhino 40DS (4" barrel version) - .357 Magnum
The Chiappa Rhino inside the Métro tunnels, with the Stars n' Stripes flying from a very short flagpole.
Iron sights of the Chiappa Rhino.
Pressing the cylinder release.
Ejecting unfired rounds, which appear to be .40 S&W or at least not .357 Magnum as the game claims and attributes to the revolver stat-wise.
Speed-loading in fresh ammunition.
Closing the cylinder shut. This reload animation is based on the FBI technique.
Sometimes bugs can cause the cylinder and cartridges to disappear entirely.
CZ 75 SP-01 SHADOW - 9x19mm
Stock CZ 75 in the loadout menu. The engravings on the slide say "Made in Czech Republic".
CZ 75 being held. Since the Spring 2015 patch, the magazine size has been updated to an accurate 12+1 rounds, evident by the slightly extended baseplate visible in the loadout menu.
CZ 75 iron sight. The fiber optic sights do not have any glow; instead, they are a dull red color.
FN Five-seveN - FN 5.7x28mm
While somewhat difficult to distinguish here, "FN HERSTAL" and "BELGIUM" are marked on the slide. Note however that the FN logo is not on the grip.
Five-Seven being held.
Five-Seven iron sight.
Glock 17 3rd Generation - 9x19mm
Glock 17 in game, pointed at Rucker during a tense evasion of Russian Spetsnaz forces in the "Baku" level.
Recker takes a closer look at Captain Garrison's Glock 17, the only clear appearance of the black frame in game at the end of the South China Sea chapter.
Glock 18C (3rd Generation) - 9x19mm. Note that the one in-game is the non-compensated Glock 18.
Here the lack of a compensated barrel is obvious. Note how the front of the chamber is not flush with the rest. It's a common practice to file down the front of the chamber in order to allow pistols to cycle blanks more reliably in movies. Albeit why the weapon has been modeled this way for a video game is not known.
Taking a look at the bottom of the gun shows that the magazine is recessed withing the frame, which would be very bad for the pistol.
Glock 18 being held.
Glock 18 iron sight. While the rear sight is the standard factory Glock plastic sight, the front sight is oddly triangular in shape. Another oddity is that the front dot and rear rectangular border on the sights are green instead of white.
Heckler & Koch HK45CT with low profile Meprolight night sights - .45 ACP. The in-game weapon uses the standard iron sights.
The HK markings on the slide and grip has been replaced with "PO".
HK45C being held. As in Medal of Honor: Warfighter, the modelers forgot to give the HK45C a firing pin.
Reloading the HK45C.
IMI Desert Eagle Mk XIX - .44 Magnum
Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50 AE
The basic Desert Eagle. Note the fluted barrel, which is proper for the .44 Magnum but also the .357 Magnum variants.
The Desert Eagle fitted with a compensator, which has its own unique model.
Note that the Desert Eagle is the only handgun in the game that held with a "thumbs forward" grip.
Iron sights.
Running with the Desert Eagle. Here the thumbs forward grip is obvious. It's not the best grip since the size of the pistol means that most of the lower grip isn't held at all.
Reloading. Dropping out the dry magazine.
Inserting a new magazine.
Then actually hitting the slide release with the left thumb. This animation is very similar to the M45 reload animation from Battlefield 3, but moreso with the pistol reload animations from Medal of Honor: Warfighter, which also had a "thumbs-forward" grip and whose developers made the DLC that contained this weapon.
Marlin Model 1894 - .44 Magnum
Replica Winchester 1892 "Mare's Leg" with standard lever loop and rounded barrel- .44-40. This model also shows off the screw used to do "rapid fire". This is put in place so the user does not need to pull the trigger. The screw breaks the shots when the action is worked.
Mare's Leg in the loadout menu.
Mare's Leg being held.
Mare's Leg iron sight.
Cycling the Mare's Leg.
Reloading the Mare's Leg.
Mateba Model 6 Unica with 6" barrel - .357 Magnum
Right side of the Unica. Sometimes the loadout screen will glitch out which allows the right side of various guns to be clearly seen, which can reveal modeling errors.
A solider overlooking the "Sunken Dragon" map with his fancy Unica.
The orange glow-in-the-dark sights.
Running with the Unica.
The upper assembly cycling as the revolver is fired. This is correct as the real Unica is a recoil operated semi-automatic revolver. The upper assembly is on rails and recoils 1/2 a inch when fired, the rearward travel cocks the hammer and the cylinder is rotated when the upper assembly returns forward.
Reloading. Emptying the cylinder of spent brass with the ejector rod.
Loading up with a speedloader.
After dropping the speedloader in an flamboyant matter, the cylinder is swung shut, which is a bad idea in general and even more so with a incredibly rare revolver such as the Unica. After many complaints directed at the animator over the flashy reload, the animator responded in kind with an even more exaggerated secret reload animation, which involved the player character reloading with the pinky out, patting the loaded cylinder affectionately, and shutting the cylinder with a slap.
MP-412 REX - .357 Magnum
The REX fitted with a flashlight, it seemingly being glued onto the revolver.
Iron sights.
Reloading. Opening up the revolver. Note the correct depiction of the automatic ejection mechanism.
Feeding the REX with some .357 Magnum rounds from a speed-loader.
MP-443 Grach - 9x19mm
Iron sights.
Reloading. Dropping out the magazine.
After inserting a new one, the slide lock releases by itself.
Norinco QSZ-92-5.8 - 5.8x21mm DAP92
Note the added Picatinny rail under the barrel.
Iron sights.
Reloading the QSZ.
SIG-Sauer P226R - 9x19mm
Note the made up markings on the slide.
The compensator attachment fitting onto the P226. This model seems to been modeled specifically for the P226 but is reused on most handguns regardless.
Iron sights.
Reloading. Dropping out the dry mag...
...and in with a new one!
Taurus Model 44 - .44 Magnum
The Model 44 fitted with the 3x scope and a flashlight. Like with the REX, the light is seemingly just glued onto the barrel.
The Taurus Model 44 in the hands of the player.
The player reloads the Taurus Model 44.
Custom-built Vickers Tactical 1911 for Medal of Honor: Warfighter fitted with a Surefire X300 light - .45 ACP

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