The Battlefield Blog now offers details on a fall patch "coming soon" to Battlefield 4, saying they hope to release this by the end of the month. The update also looks beyond this, saying they will soon begin a "teamplay initiative" on the Community Test Environment to work on this aspect of DICE's military shooter sequel. Here's a list of highlights of the fall patch: Game modes - Rush (All base game maps except Dawnbreaker), Obliteration, Capture the Flag, and Carrier Assault. Added the Obliteration Competitive sub-game mode Sight Improvements - Close & Medium range sight reticles no longer affected by weapon firing animation, AKA “Visual Recoil” - Improved visibility for red glowing reticule pieces against bright backgrounds Player Movement - Now almost identical to BF3 movement – with BF4 animation sets - Dampened third person hit reactions for player head HUD clarification pass - De-cluttered and made customizable a plethora of HUD options to make BF4 look the way you want it to (within reason) Revive mechanic - Made revives much more robust, easier to understand with new UI art and included a new “fully charged” paddle sound. “Netcode” - Lowering the setting for how much time difference is allowed when damaging other players (addressing trade kills and behind cover kills where high pings are involved) - An automatic High Frequency Update setting is now the default for all users - Added High Frequency update support to PlayStation 3 and Xbox 360 platforms - Additional improvements to bullet damage delays between clients compared to Netcode Patch Weapon attachment changes - Muzzle Brake: Reduced the overall impact of this attachment. Both its positives and negatives have been reduced - Heavy Barrel: Lowered the buff it gave to minimum moving spread and moved some of that bonus into reduced spread increase. Should be a good option for longer range tap firing - Lasers: Small buff to standing hip-fire accuracy Weapon changes Note that this list contains an excerpt – the upcoming patch notes will have a detailed list. - Bullet velocity increases: Improved bullet velocity for Slugs and nearly all suppressed weapons. Selectively improved base velocity for weapons that were too slow for their intended range - Damage Model: Many weapons have had their maximum and minimum damage adjusted slightly. It may take 1 extra bullet to kill at extremely close engagements and long range combat - Trigger Delay: Removed from all revolvers - Adjustments to slower rate of fire weapons to make them easier to use at longer ranges vs higher ROF weapons - Carbines and PDWs now have unique bullpup modifiers that give improved bonuses over the rifle counterpart - Ammo: Gave more ammo to the weapons that were short a mag compared to their counterparts - DMRs: Audio when being shot at by a DMR has been improved - SKS and M39EMR no longer allow you to hold breath - Grenade capacity lowered and resupply times increased.