Krak3n

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Krak3n

Krak3n

@Krak3n_SC

Mental Health Advocate - Ex Seadog-Verse Explorer- @dubbyenergy Partner @badassbeardcare Partner - Star Citizen - Come check me out at

Stanton System Katılım Mayıs 2021
242 Takip Edilen594 Takipçiler
Krak3n
Krak3n@Krak3n_SC·
@Battlefield when’s this netcoding issue supposed to be getting fixed. Tired of getting shot behind cover.
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Krak3n
Krak3n@Krak3n_SC·
@BattlefieldComm Take out the COD jump. No one should be able to jump a corner and laser hose
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Battlefield Comms
Battlefield Comms@BattlefieldComm·
Today, we’ve rolled out a series of changes in relation to Defibrillators, Sabotage alterations, and further Challenge balance changes. All of the changes listed below are now live and should take effect in a fresh match or upon a game reload. - Defibrillator Adjustments after 1.1.2.0 After changes to the Defibrillators in Update 1.1.2.0 made them more demanding in terms of accuracy and target range, we've published a backend update to bring their usability back in line with our original intentions. We've increased their effective hit-boxes and range, which should make Defibrillators feel more consistent with previous gameplay. Sabotage Mode Alteration As some of you might have noticed, during the side swap segment of Sabotage there was a unintended 60 second delay duration. Upon investigation this delay also conflicted with AFK timer protections that exist in Battlefield 6. We have now rolled out an update which increases the AFK kick timer in Sabotage to 180 seconds. Additionally, we have taken the temporary measure to disable bot backfilling in Sabotage and you can expect to see this reintroduced in a later update. Additional Challenge Changes Earlier this month, we shipped our first set of changes to the Challenges and Assignments, which included a total of 90+ adjustments. Today’s update focuses on clearer, more consistent descriptions and criteria across Challenges and Assignments, as well as making some of the following challenges easier to achieve. Where listed, we have also removed some from being obtainable. Here is the full list of changes: Recon 2: Get headshots beyond 150m as Recon. • Challenge and Description Updated to: Get head shots hits beyond 75m as Recon. Recon Expert 3: Get headshot kills beyond 200m as Recon in a match. • Challenge and Description Updated to: Get headshot kills beyond 125m in a match as Recon. Deadeye 2: Get headshot kills over 200m with Sniper Rifles • Challenge and Description Updated to: Get headshot kills beyond 125m with Sniper Rifles Engineer 3: Deal damage to Laser Designated enemy vehicles using lock-on weapons. • This has been removed. Rapid Fire 2: Get kills beyond 50m with Assault Rifles • Challenge and Description Updated to: Get kills beyond 40m with Assault Rifles Rapid Fire 3: Inflict damage under 15m while hip-firing with Assault Rifles. • Challenge and Description Updated to: Inflict damage while in ADS with Assault Rifles. Bullet Storm 1: Suppress enemies with LMGs • This has been removed. Bullet Storm 1: Inflict hip-fire damage with LMGs • Challenge and Description Updated to: Inflict damage with LMGs Squad Death Match 5: Enemy Squad Wipes of the whole Squad in a Round • Adjusted to add squad to the criteria Rush 4: Destroy M-COMs in Rush • Challenge and Description Updated to: Destroy or disarm M-COMs in Rush Battle Royale 3: Call in three strike packages in a match of Battle Royale. • Added team mates to this criteria Combat Expert 2: Perform 10 Takedowns in a round • Challenge and Description Updated to: Perform Takedowns Protection Expert 3: Destroy a Vehicle with the Power Tool. • This has been removed.
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Krak3n
Krak3n@Krak3n_SC·
@Battlefield Loving all the changes but when are you gonna get rid of the COD jump? Tired of getting laid out by a dude holding steady fire jumping around like a kangaroo.
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Battlefield
Battlefield@Battlefield·
California Resistance deploys to #Battlefield6 🌴🔥 Unravel Fort Lyndon, hunt The 323, and bring the fight to SoCal with: 🗺️ New map: Eastwood 🧨 New mode: Sabotage 🔫 New weapons: DB-12 shotgun + M357 TRAIT sidearm 🛡️ New Gauntlet mission: Rodeo ➕ More ☀️ x.ea.com/87326
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Krak3n
Krak3n@Krak3n_SC·
@GameWithTurik @AnthropicDualiT There’s depth of field options as well. F4 home key I believe. Check your keybinds. All your answers are there. Good luck. o7
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Krak3n
Krak3n@Krak3n_SC·
@Polacus_W The fact we don’t have more paints like this blows my mind. Well done!
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Jese (Founder)
Jese (Founder)@Jese_PowerGPU·
T0 looting in SC issue! Prime example from last night. Watch the video!
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Spar
Spar@SparbucksTV·
i just ate 4 hotdogs
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Citizen_of_the_Verse
Citizen_of_the_Verse@AnthropicDualiT·
@DiscussingFilm The plot - key Action packed Music with loud base 1- Krypton explodes, 2- Supermans Pod Hits earth, Earth Explodes, 3- the Moon Explodes 4. The Explosion explodes 5 - ending scene - Superman Flies into space with rock Music playing ... The Movie Theater explodes. The end
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Zurakci
Zurakci@Zurakci·
@Morphologis @RobertsSpaceInd This is actually both a great and bad idea at once. Its great cause YES, you get to jump off whenever, making it harder to box kill people. Its bad cause of mostly lore with sandworms. Wouldnt a tram attract them? A ship would not attract them as it does not touch the ground.
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Morphologis
Morphologis@Morphologis·
One possible fix for the bottlekneck issue is to offer an alternative freight route, one you can jump off earlier to prevent exit camping. It's also great for loading up with loot and boxes, plus fits with lore for supplying the facility! @RobertsSpaceInd
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Krak3n
Krak3n@Krak3n_SC·
To put it simply.. stop scripting this type of gameplay, JT was damn near perfect, Dog fights, FPS, ground vehicle combat, took actual planning by the players for an event, can’t bottle neck what isn’t expected.. stop scripting events imo. What you think?
Morphologis@Morphologis

One possible fix for the bottlekneck issue is to offer an alternative freight route, one you can jump off earlier to prevent exit camping. It's also great for loading up with loot and boxes, plus fits with lore for supplying the facility! @RobertsSpaceInd

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Krak3n
Krak3n@Krak3n_SC·
@itsdtox I feel like Jumptown was almost the perfect model for a PvP event in terms of all areas of gameplay, of which you speak, were used. Dog fights, FPS, Tonk to Tonk battles it was almost damn near perfect. Now we have these… Buggy, rarely workin scripted modes.
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DTOX 🚀
DTOX 🚀@itsdtox·
The whole activity should’ve been open but air-locked by the storm (not ground vehicles), encouraging a ground raid/convoy from 20km out. Give facilities multiple road entries (like DC’s), embrace the sandbox, and make GVs actually matter for once. Missed a prime opportunity IMO.
Morphologis@Morphologis

One possible fix for the bottlekneck issue is to offer an alternative freight route, one you can jump off earlier to prevent exit camping. It's also great for loading up with loot and boxes, plus fits with lore for supplying the facility! @RobertsSpaceInd

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Moritz Cyndervyre
Moritz Cyndervyre@MCyndervyre·
OMG FINALLY!!! THANKS @zKudoo FOR THE GIVEAWAY!!! GO GIVE HIM A FOLLOW GUYS!!!
Moritz Cyndervyre tweet media
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Krak3n
Krak3n@Krak3n_SC·
@AnthropicDualiT Is this the one where you make clones of yourself that do different jobs, different personalities etc?
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