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[Topik Unik] Battlefield 1 GTX 1070 minimum

n°12885060
trollandco
Do not feed the Troll !
Transactions (10)
Posté le 11-12-2016 à 21:55:11  profilanswer
 

Reprise du message précédent :
Et voilou !
 
Journée BF1 HFR 11/12/16 - Allez viens, tu verras, on est bien !
 
Beaucoup de killstreak et du fun par wagons :o
Du gameplay varié (essentiellement Assaut avec 10-A ultra cheaté, mais également Sniper et Soutien) mais toujours dans la boue et au milieu du fight sur les points, directed by Michael Bay :sol:
 
Je suis tout ouï si jamais vous trouvez des moments "inutiles" ou "à jeter". J'ai bien taillé dans les séquences pour ne pas avoir de temps mort, mais je ne voulais pas que le dialogue TS soit incohérent donc j'ai gardé quelques passages.
 
Amusez-vous bien, autant que l'on s'est amusés :love:


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[ACH] Jeux XBox One [VDS] Jeux Wii / Origin : TrollAndCo (Vidéos HFR BF1/BFV)
mood
Publicité
Posté le 11-12-2016 à 21:55:11  profilanswer
 

n°12885087
cell

Transactions (3)
Posté le 11-12-2016 à 22:21:46  profilanswer
 

mourisse a écrit :

Perso les changements climatiques je trouve ça cool!
Vivement un preset pour virer le marquage 3D histoire d'augmenter l'immersion les snipers


n°12885167
Stukka
Panzer-Fluid
Transactions (0)
Posté le 11-12-2016 à 23:25:00  profilanswer
 

Hé ben ce soir, aucun serveur plein pour nos escouades qui en plus, avaient le bonheur d'être dans la même équipe  [:garath_:3]  
 
Par contre, faut que je squatte la squad de Fred à chaque fois : il dépense plus de munitions à la seconde que je n'en distribue. Avec lui, c'est ravitaillement sans fin  [:stukka:5]

n°12885211
orion0101
Tuono V4 Factory depuis 2017!
Transactions (2)
Posté le 12-12-2016 à 00:00:34  profilanswer
 

Stukka a écrit :

Hé ben ce soir, aucun serveur plein pour nos escouades qui en plus, avaient le bonheur d'être dans la même équipe  [:garath_:3]  
 
Par contre, faut que je squatte la squad de Fred à chaque fois : il dépense plus de munitions à la seconde que je n'en distribue. Avec lui, c'est ravitaillement sans fin  [:stukka:5]


 
Vu le nombre de kill qu'il fait, on va dire qu'il vise les nuages  :o


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"Peu importe s'il dit la vérité, ce n'est pas une défense valable" "Il faut interpréter le tweet en se mettant au niveau, à la portée du Français et de l'électeur moyen"
n°12885240
Stukka
Panzer-Fluid
Transactions (0)
Posté le 12-12-2016 à 00:28:43  profilanswer
 

orion0101 a écrit :


 
Vu le nombre de kill qu'il fait, on va dire qu'il vise les nuages  :o


 
Je vois juste tous les pétrodollars que je touche en points de ravitaillement [:musacorp:1]
 
Et la dynamite partout, quand c'est pas dans ma margoulette, j'avoue que ça m'amuse  :o  
 
 

n°12885294
Amraz
Martyr nigaud et aventurier
Transactions (4)
Posté le 12-12-2016 à 01:49:53  profilanswer
 

Turrican08 a écrit :

Ça emmerde personne les changements climatiques ?
Sérieux j'en peux plus ,  16 minutes de brouillard sur une partie de 18 minutes et je parle même pas des grenades a gaz et autres qui viennent s'y greffer .

 

Ça en devient injouable .

 

Et pire encore , je viens de finir une partie ou les mec arrivent a placer des mines a l'endroit exact du spawn du char , du coup impossible de jouer avec .

 

Ça frise le ridicule , résultat 138 a 1000 .

 


N'importe quoi.
T'as eu 15min de brouillard et c'est la fin du monde.
Et puis comme si le brouillard empechait de gagner, d'etre bon ..
Ce pretexte à 2 balles pour trouver une excuse à sa defaite.
C'est vrai que la météo c'est pas du tout la meme pour les 2 equipes

 

Le score de la partie est revelateur.
P our perdre 138 à 1000, faut etre avec 30 mecs d'un niveau d'une faiblesse extreme.
Je crois n'avoir jamais vu un ecart aussi grand d'ailleurs.

 

Bref un truc tellement rare que c'est impossible de sous entendre que c'est systématique, et donc injouable.

Message cité 2 fois
Message édité par Amraz le 12-12-2016 à 01:50:23

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France = triple championne du monde de rugby 1995-2011-2023
n°12885304
tom_s

Transactions (0)
Posté le 12-12-2016 à 02:57:43  profilanswer
 

Il devait jouer avion ou sniper pour être autant énervé contre le brouillard.  :o  

n°12885316
Turrican08
Gamer
Transactions (0)
Posté le 12-12-2016 à 06:28:04  profilanswer
 

tom_s a écrit :

Il devait jouer avion ou sniper pour être autant énervé contre le brouillard.  :o  


 
Ou tu a vu que j'étais énervé contre le brouillard ?
 
C'est juste sur la durée que ça m’énerve .
 
Et pour ta gouverne je joue jamais avion et rarement sniper .


Message édité par Turrican08 le 12-12-2016 à 06:28:26

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Le tennis et le ping-pong, c'est pareil. Sauf qu'au tennis, les joueurs sont debout sur la table.
n°12885317
Turrican08
Gamer
Transactions (0)
Posté le 12-12-2016 à 06:29:47  profilanswer
 

Amraz a écrit :


 
 
N'importe quoi.
T'as eu 15min de brouillard et c'est la fin du monde.
Et puis comme si le brouillard empechait de gagner, d'etre bon ..
Ce pretexte à 2 balles pour trouver une excuse à sa defaite.
C'est vrai que la météo c'est pas du tout la meme pour les 2 equipes
 
Le score de la partie est revelateur.  
P our perdre 138 à 1000, faut etre avec 30 mecs d'un niveau d'une faiblesse extreme.
Je crois n'avoir jamais vu un ecart aussi grand d'ailleurs.
 
Bref un truc tellement rare que c'est impossible de sous entendre que c'est systématique, et donc injouable.


 
N'importe quoi !


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Le tennis et le ping-pong, c'est pareil. Sauf qu'au tennis, les joueurs sont debout sur la table.
n°12885331
Stellvia_f​r

Transactions (0)
Posté le 12-12-2016 à 07:24:47  profilanswer
 

J'ai déjà de la chance d'avoir des réponses, je pensais me prendre un GROS VENT avec mon triple screen.
 
 

enahp3ts1976 a écrit :


Il faut abaisser le fov du coup non ? Ça semblerait logique...


 
 
J'ai essayer et ca règle pas le soucis.
Même si ca semblais logique.
 

katset a écrit :


Salut,
Je ne pratique plus les plans à 3 depuis longtemps, mais je me souviens que pour certains jeux, il faut utiliser un soft tiers pour que ça fonctionne correctement en surround.
As-tu regardé de ce côté là ?
 Je cherche dans ma mémoire morte pour te retrouver le site et je te le poste, la ca revient pas.. :o


 
Je connais pas ce logiciel, hésite pas si tu t'en rappel. "surround nvidia logiciel " dans google ca donne pas grand chose.
 
Rassure moi, y a moyen d'avoir un affichage normal sur les 3 écran sans effet d"étirement dégeullasse sur les côté ?
 

Message cité 1 fois
Message édité par Stellvia_fr le 12-12-2016 à 07:26:13
mood
Publicité
Posté le 12-12-2016 à 07:24:47  profilanswer
 

n°12885362
katset
Marcel Poutre
Transactions (0)
Posté le 12-12-2016 à 08:16:44  profilanswer
 


 

Stellvia_fr a écrit :


 
Je connais pas ce logiciel, hésite pas si tu t'en rappel. "surround nvidia logiciel " dans google ca donne pas grand chose.
 
Rassure moi, y a moyen d'avoir un affichage normal sur les 3 écran sans effet d"étirement dégeullasse sur les côté ?
 


Ca s'appelait widescreen fixer, apparement ca a été abandonné..
 
As-tu bien réglé la réso avec la correction de cadres? Et bien mis tes trois écrans bien plat comme il se doit? Et pas inclinés, comme on voit partout, à tort!
 
_ _ _ = good
 
 __
/   \ = not good
 
 
Je te conseille d'essayer sur le topic surround, ou quelqu'un pourra je l'espère t'aider. Je t'invite aussi à bien lire la FP, même si ca date un peu:
http://forum.hardware.fr/hfr/Hardw [...] 3004_1.htm
 
Sinon oui, y a moyen d'avoir un affichage normal sur les 3 écrans sans effet d'étirement dégeulasse sur les côtés:
http://img11.hostingpics.net/thumbs/mini_596522Capture.jpg

n°12885375
Stellvia_f​r

Transactions (0)
Posté le 12-12-2016 à 08:28:35  profilanswer
 


Regardez bien l'arbre à gauche il est étiré en largeur, c'est ce qui s'affiche sur mon écran de gauche ( le jeu est en config mini, donc oui c'est moche, c'est pas pour ca que je vous le montre  :D ) :
 
http://tof.canardpc.com/view/85429eff-a8b2-4cab-a841-6dc86e9bc3e7.jpg
 
Donc maintenant je me tourne vers la gauche et l'arbre est affiché sur l'écran du milieu dans son état normal, regardez la différence on vois bien le soucis au niveau de la largeur du tronc :
 
http://tof.canardpc.com/view/9920e8e6-d1c2-4365-b8e5-32a29089458f.jpg
 
 
C'est zarb quand même cette histoire  :??:  :??:  :??:

n°12885426
trollandco
Do not feed the Troll !
Transactions (10)
Posté le 12-12-2016 à 09:08:06  profilanswer
 

J'ai eu moi aussi un triple screen il y a quelques années et c'est pour moi normal qu'il y ait cette déformation. Cela fait partie des "besoins" pour l'oeil afin d'avoir une bonne immersion quand tu regardes ton écran du milieu. Je ne suis pas sûr que cela soit "réaliste" d'avoir une vision aplanie sur les trois écrans, tes yeux devant rester focalisés aux centre (les deux écrans élargissent ton champ de vision, à la manière du flou sur les slides du code de la route).

 

Ce n'est que mon avis hein, j'ai toujours joué aux FPS avec cette déformation et voir un ennemi dans le coin de l'oeil ne me fait pas regarder l'écran concerné mais changer mon viseur pour ce déplacer vers lui afin de l'avoir sur l'écran principal.

 

#my2cents

Message cité 1 fois
Message édité par trollandco le 12-12-2016 à 09:09:40

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[ACH] Jeux XBox One [VDS] Jeux Wii / Origin : TrollAndCo (Vidéos HFR BF1/BFV)
n°12885438
Er1c
Higher is better
Transactions (8)
Posté le 12-12-2016 à 09:14:43  profilanswer
 

trollandco a écrit :

J'ai eu moi aussi un triple screen il y a quelques années et c'est pour moi normal qu'il y ait cette déformation. Cela fait partie des "besoins" pour l'oeil afin d'avoir une bonne immersion quand tu regardes ton écran du milieu. Je ne suis pas sûr que cela soit "réaliste" d'avoir une vision aplanie sur les trois écrans, tes yeux devant rester focalisés aux centre (les deux écrans élargissent ton champ de vision, à la manière du flou sur les slides du code de la route).
 
Ce n'est que mon avis hein, j'ai toujours joué aux FPS avec cette déformation et voir un ennemi dans le coin de l'oeil ne me fait pas regarder l'écran concerné mais changer mon viseur pour ce déplacer vers lui afin de l'avoir sur l'écran principal.
 
#my2cents


 
Pareil pour moi, ces captures ne me choquent pas c'est le rendu classique d'un triple screen et l'effet de déformation du FOV qui va avec.

n°12885550
orion0101
Tuono V4 Factory depuis 2017!
Transactions (2)
Posté le 12-12-2016 à 09:53:15  profilanswer
 

Moi ce que je remarque, c'est que même en "mini", le jeu est sacrément zouli quand même.


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"Peu importe s'il dit la vérité, ce n'est pas une défense valable" "Il faut interpréter le tweet en se mettant au niveau, à la portée du Français et de l'électeur moyen"
n°12885570
dobermann7​8
Demqin
Transactions (2)
Posté le 12-12-2016 à 10:02:51  profilanswer
 

Er1c a écrit :


 
Pareil pour moi, ces captures ne me choquent pas c'est le rendu classique d'un triple screen et l'effet de déformation du FOV qui va avec.


+1

orion0101 a écrit :

Moi ce que je remarque, c'est que même en "mini", le jeu est sacrément zouli quand même.


+1
 
 :jap:


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Demqin
n°12885583
MeWa_13

Transactions (0)
Posté le 12-12-2016 à 10:07:22  profilanswer
 

La nouvelle map et patchnote en vidéo.
 
https://youtu.be/vrxn80p1RGM
 
Ou ici
 
https://youtu.be/NfE_uU7qDS8
 
 
Si il y a des âmes charitables qui peuvent faire un résumé de ce qu'ils disent sur le patchnote ça serait cool, je peux pas mettre le son au boulot.

Message cité 1 fois
Message édité par MeWa_13 le 12-12-2016 à 10:09:37

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La flemme c'est la vie.
n°12885631
trollandco
Do not feed the Troll !
Transactions (10)
Posté le 12-12-2016 à 10:21:42  profilanswer
 

Question un peu con et HS, quelqu'un sait comment on met des petits marqueurs jaunes dans la barre de temps d'une vidéo Youtube, j'aimerais faire des chapitres pour distinguer les séquences et que les viewers puissent sélectionner des moments clés s'ils ne veulent pas se farcir 15 minutes de pure croustillance :jap:
 
Dans l'idée en description je mettrais une liste de toutes les séquences. ;)


Message édité par trollandco le 12-12-2016 à 10:22:26

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[ACH] Jeux XBox One [VDS] Jeux Wii / Origin : TrollAndCo (Vidéos HFR BF1/BFV)
n°12885643
Profil sup​primé

Transactions (0)
Posté le 12-12-2016 à 10:25:01  answer
 

Stukka a écrit :

Hé ben ce soir, aucun serveur plein pour nos escouades qui en plus, avaient le bonheur d'être dans la même équipe  [:garath_:3]  
 
Par contre, faut que je squatte la squad de Fred à chaque fois : il dépense plus de munitions à la seconde que je n'en distribue. Avec lui, c'est ravitaillement sans fin  [:stukka:5]


 
il y avait un film avec tom cruise, c'est pour ça  [:shadow aok:2]  
 
j'ai enfin pu tester l'A10.
il est bieng.
 
par contre ça OS pas à 50m, arrêtez la mauvaise foi.
parfois ça touche ça tue, d'autre ça touche, ça tue pas  [:duck69:3]

n°12885648
Marvinem

Transactions (0)
Posté le 12-12-2016 à 10:25:55  profilanswer
 

Petit point "road to level 100" ce matin :

 

Du niveau 1 à 100 il y a 20 millions de points à faire
Nous avons assez de war bounds pour débloquer l'ensemble des armes niveau 70
Pour arriver à ce niveau il faut faire 3.75 millions de points
Nous arrivons à la moitié du nombre total de point à faire entre le niveau 91 et 92
Pour passer du niveau 99 à 100 il faut 2 millions et 620 mille points.
Si vous faites en moyenne 500 points par minute il vous en faudra 40k pour passer niveau 100

 

Actuellement je suis au niveau 78   [:a chile:1]

  

Mon tracker : https://battlefieldtracker.com/bf1/ [...] nismWillWn

 

ceux qui veulent m'ajouter sur Origin et faire quelques game, vous êtes les bienvenus ^^
Ce week-end j'ai fini toutes mes classes infanterie niveau 10 :)

Message cité 2 fois
Message édité par Marvinem le 12-12-2016 à 10:28:21
n°12885650
trollandco
Do not feed the Troll !
Transactions (10)
Posté le 12-12-2016 à 10:27:23  profilanswer
 

On en parle sur BF4 du passage 130 à 140 ? en mode asymptotique j'ai pas trouvé d'équivalent à ce jour :lol:


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[ACH] Jeux XBox One [VDS] Jeux Wii / Origin : TrollAndCo (Vidéos HFR BF1/BFV)
n°12885657
Profil sup​primé

Transactions (0)
Posté le 12-12-2016 à 10:30:06  answer
 

MeWa_13 a écrit :

La nouvelle map et patchnote en vidéo.
 
https://youtu.be/vrxn80p1RGM
 
Ou ici
 
https://youtu.be/NfE_uU7qDS8
 
 
Si il y a des âmes charitables qui peuvent faire un résumé de ce qu'ils disent sur le patchnote ça serait cool, je peux pas mettre le son au boulot.


 
ils vont nerfer tout, TOUT !  [:duck69:3]

n°12885679
Marvinem

Transactions (0)
Posté le 12-12-2016 à 10:39:00  profilanswer
 

 

ça OS à partir de 30m en épaulant sur la version chasseur du a10.

  

--

 


Fixed Martini-Henry dealing too much damage to most body parts. It is now affected by a 0.9 multiplier to the lower torso and upper arms and a 0.75 multiplier to the legs and forearms, like the other rifles with sweet-spot mechanics
Martini-Henry now resupplies 5 bullets at a time

 

Pas mal pour le nerf, par contre on aura 5 balles dans le MH maintenant ? Wtf c'était justement l'originalité du fusil et sa TRES légère difficulté d'utilisation...

 

"Huot, Lewis, M1909 and BAR minimum damage increased from 21 to 23" ça aussi c'est bien !!!
Mais ça : "Reduced Huot horizontal recoil from 0.32 to 0.16 " lol déjà qu'elle n'avait qu'assez peu de recul ... mais bon c'est une arme niveau 10 et elle n'est pas dopées comme d'autres (M.H).

Message cité 1 fois
Message édité par Marvinem le 12-12-2016 à 10:47:48
n°12885716
trollandco
Do not feed the Troll !
Transactions (10)
Posté le 12-12-2016 à 10:53:35  profilanswer
 

Pas de modification du 10-A ?  [:somberlainv:1]


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[ACH] Jeux XBox One [VDS] Jeux Wii / Origin : TrollAndCo (Vidéos HFR BF1/BFV)
n°12885725
deep95
GSR 750, Gaazzzz !
Transactions (0)
Posté le 12-12-2016 à 10:57:22  profilanswer
 

Marvinem a écrit :


 
ça OS à partir de 30m en épaulant sur la version chasseur du a10.


 
Jusqu'à 30 mètres [:cbrs]
 


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----> Mon Pc Watercooled mod tubing ( en bas de page )
n°12885728
Er1c
Higher is better
Transactions (8)
Posté le 12-12-2016 à 10:58:16  profilanswer
 

Ah su-per, aucune allusion au problèmes liés aux multi gpu.  [:tinostar]

n°12885732
deep95
GSR 750, Gaazzzz !
Transactions (0)
Posté le 12-12-2016 à 10:59:32  profilanswer
 

trollandco a écrit :

Pas de modification du 10-A ?  [:somberlainv:1]


 
Vivement un nerf car je trouve que cette arme pourri vraiment le jeu...


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----> Mon Pc Watercooled mod tubing ( en bas de page )
n°12885736
Marvinem

Transactions (0)
Posté le 12-12-2016 à 11:02:40  profilanswer
 

deep95 a écrit :

 

Jusqu'à 30 mètres [:cbrs]

 


 

oui pardon jusqu'à 30m ^^
par contre je ne connais pas la distance d'OS sans épauler

Message cité 1 fois
Message édité par Marvinem le 12-12-2016 à 11:03:06
n°12885744
trollandco
Do not feed the Troll !
Transactions (10)
Posté le 12-12-2016 à 11:06:47  profilanswer
 

deep95 a écrit :

Vivement un nerf car je trouve que cette arme pourri vraiment le jeu...


Mais nan  [:spamafoote]  
 
https://youtu.be/nLP6OHHw8jw?t=1m28s
https://youtu.be/nLP6OHHw8jw?t=3m42s
 
Totalement legit, juste tous des rageux ceux qui crient au nerf [:mooonblood:1]


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[ACH] Jeux XBox One [VDS] Jeux Wii / Origin : TrollAndCo (Vidéos HFR BF1/BFV)
n°12885754
Profil sup​primé

Transactions (0)
Posté le 12-12-2016 à 11:10:04  answer
 

Citation :


Spectator Mode
With great pleasure, we would like to introduce everyone to the new Spectator mode. In Spectator, players will be able to join a live BF1 match as an observer. From there, observers can switch between first-person and third-person camera views of all the players on the battlefield through our Player View mode, get an overhead bird’s eye view of the battlefield in Table Top mode, or fly a camera through the world using Free Cam mode.
Our goal was to improve Spectator from previous versions of Battlefield. We gathered feedback from the community and focused much of our efforts on improving the usability and flow moving from player-to-player and switching between the different view modes (Table Top, Player View, and Free Cam). Another key design emphasis for us was to make Spectator a viable tool for the community to create content which includes a moveable third-person camera, depth of field, and camera filters.
 
 
New Custom Game setting – Standard Issue Rifles
A new Custom Game option has been added: Standard Issue Rifles. In SIR all kits are granted access to their faction’s standard issue rifle. For example, the British are granted the SMLE MKIII. These rifles are not equipped with optics, and are intended to provide players with gameplay inspired by the WW1 trenches. As a Custom Game option, this can be enabled or disabled with other weapon types to create a variety of experiences. SIR is not available as part of the base game experience. We feel that the ability to equip SIR in vanilla would negatively impact the combat roles of the classes. As a clear WW1 fantasy, we hope that SIR scratches an itch for our broad and diverse player base.
 
 
 
Soldier
Movement
We’ve made several fixes and tweaks to the controls and input handling for the soldier experience. Most of these are bug fixes that should generally ensure a higher response level for players. This includes fixing the inability to sprint out of crouch and prone in certain situations and fixing issues with toggle zoom. While we are confident we have improved the situation, we are eager to hear the community’s feedback to see if there are any outstanding or new issues that can be discovered.
Aim Assist
An update has also been made to the controller Aim Assist system in BF1. We now require the player to be actively giving aim input in order to get aim assistance. It was possible in some previous cases to get help on a target when simply strafing past them, which was unintentional. We’ve also exposed additional control options on console, including the ability to tweak the central dead zone. Please note that setting the dead zone too small may introduce unintentional aim movement. We have not made any adjustments to the snap-to-target feature of our Aim Assist. While we are aware there are players who are actively petitioning for the reduction or removal of Aim Assist, we feel that this would be to the detriment of the global player community. As this is an area of high passions, we expect additional feedback on our Aim Assist systems to surface, and we are open to that feedback. We are especially interested in appealing to those players who wish to play without assists, and are sensitive to their needs.
 
 
 
Vehicles
Vehicle Deployment
This update includes some new additional logic to address the problem of spawning as a Tanker, Pilot, or Cavalry soldier without your mount. We have also made some fixes that should prevent the player from getting the incorrect kit when spawning into a vehicle, for example spawning as a Cavalry soldier when spawning into a Tank. In some extreme cases, the player may be blocked from spawning if a vehicle cannot be spawned. This can happen due to positioning of other soldiers and vehicles in the world, and should be rare. Previously the player would be spawned without the vehicle; in the new case, the spawn flow will be aborted and the player given a “spawn not available” message.
Landship
Looking at the way the game is played, the Landship is underrepresented in gameplay. We wanted to enhance the role of the tank as a teamplay vehicle, as well as give additional incentives for tank drivers to pick up and play the Landship. The biggest change here is the ability to allow teammates to spawn into the Landship directly, like they do the Heavy Tank today. This will help keep the Landship full of teammates, in a way that makes it a far more effective vehicle. We've also applied buffs to the driver abilities and the armor of the Landship, making it as armored as the Heavy Tank. The shape of the Landship still makes it easier to knock out treads and weapons compared to the Heavy Tank.
Air Vehicles
Several adjustments have been made to the combat experience for Air Vehicles. We’ve removed an exploit that allowed instant killing of airplanes with the Ranken Darts; these are intended as ground attack weapons, not air to air weapons. Fighter airplanes now have slightly higher damage to their MGs overall and Bombers take more damage from MGs specifically. Rockets have also received a velocity boost to make their usage more consistent. Combined with some additional reductions in overheat, this should make Fighters more viable in the air to air role without having to resort to exploits or lucky rocket hits. We’ve also reduced the damage of rear gunners in airplanes, in order to prevent players from easily switching to the rear gun and killing pursuers. This tactic is, of course, still viable, but now is more difficult to perform, making it a skill move. The damage reduction should not be extreme enough to significantly decrease the intended teamplay benefit of having a full airplane.
Line of Sight
We’ve added a “Head Glitching” style fix to vehicles that prevents players from shooting over objects that block the weapon’s line of sight. This is most noticeable in 3P, and is intended to fix players being able to fire their tank at targets while remaining entirely behind cover. It is our intent to provide a balanced 1P and 3P vehicle experience, and this fix goes a long way towards ensuring 3P does not become the dominant play style.
Detailed Vehicle Changes
⦁ TankGewehr now does increased damage, from 120-150 to 160-180. Change is on both the Landship and Tank Hunter. Damage against planes is virtually unchanged
⦁ Landship mortars have had their range increased slightly
⦁ The Mortar Pattern of the Landship now has 5 seats, adding two additional side LMG seats to the package
⦁ The Squad Support Pattern of the Landship now features a front firing 20mm cannon like the Light Tank Flanker Pattern, instead of an LMG
⦁ The Landship now takes the same damage as the Heavy Tank
⦁ Decreased amount of health restored by emergency repairs on the Heavy Tank from 30% to 20%
⦁ Increased the amount of health restored by track repairs on the Landship from 15% to 20%
⦁ Decreased amount of health restored by emergency repairs on the Landship from 30% to 25%
⦁ Decreased damage of Case shells against planes by 50%
⦁ Reduced stationary AA range from 400 m to 334 m
⦁ Fixed inconsistent damage of plane rockets against other planes
⦁ Reduced plane rocket impact damage from 120 to 100
⦁ Increased plane rocket initial speed and reduced time to live
⦁ Reduced Ranken Dart damage against planes
⦁ Made bombers take 20% more damage from bullets
⦁ Increased Dogfighter and Trench Fighter MG damage by 4% and slowed down the overheat
⦁ Increased Bomber Killer MG damage by 3%
⦁ Decreased Airship Killer MG damage by 18%
⦁ Decrease plane tail gunner damage by 23% (far) to 42% (close) and sped up damage drop-off slightly
⦁ Reduced boat torpedo range to approximately 400 m, matching the behemoth AA range
 
 
 
Weapons
Shotguns
Shotgun balance has been addressed in this update, with the primary goal of evening out the advantages and disadvantages of each type of shotgun. We noticed that some shotguns were unintentionally strong at certain distances, most obvious with the Model 10-A Hunter and Factory, which could kill a full health target at long range (for a shotgun). Players were naturally preferring these shotguns over others. To prevent this, we reduced the range for the buckshot variants of the M97 Trench Gun, Model 10-A and Sawed Off Shotgun, reducing the maximum one-hit kill distance. To make the M97 Trench gun more attractive we added an extra pellet to all variants and slightly improved the damage drop-off for the Sweeper variant. The Backbored shotgun variants had their range improved, as previously you took too big of a hit for the improved recoil. We increased the accuracy of the 12g Automatic to allow users to make use of its high rate of fire more effectively. Tweaked crosshairs will make it easier to land your damage consistently for all shotguns.
LMGs
Adjustments were made to have LMG performance much more consistent at close and medium range. We tweaked how much inaccuracy you get when you start firing an LMG while aimed. Previously, Optical configurations had a significant advantage over the rest unless a bipod was used. Now the accuracy of the second shot is the same for all variants of one LMG and just slightly above the level previously held by the Optical setups. Using a bipod will still give you a significant boost to your accuracy while firing. Additionally, we added a small bonus to horizontal recoil while aimed with Optical variants, improved reload timers to better match the animations, and made the Lewis Gun overheat slower.
Bayonets
Players may now bayonet charge while reloading or when out of ammo with their weapon. The reload will be aborted if the player still has rounds in the magazine. If the weapon is empty, the reload will restart automatically at the end of the charge.
Detailed Weapon Changes
⦁ Reduced reload time for the Lewis MG from 3 to 2.85 s and 4.5 to 4.2 s for fast and slow reload to better match the animations
⦁ Slowed down Lewis MG overheat from 35 to 50 bullets
⦁ Increased Madsen MG fast reload from 2.45 to 2.65 s to better match the animations
⦁ Reduced tactical fast time for the BAR from 2.9 to 2.8 s to better match the animations
⦁ Increased MG15 reload time from 4.3 to 4.45 s to better match the animations
⦁ Corrected an error where LMGs and rifles zoomed in too fast when used with iron sights and 2.00x magnification
⦁ Increased the throwing velocity of the Light AT Grenade to the same value as used by the Frag Grenade
⦁ Improved accuracy and recoil of M1903 Experimental
⦁ Made revolvers and the Howdah Pistol recover faster from dispersion
⦁ Flares no longer set the player on fire immediately after firing them while looking down
⦁ Reduced the damage of mortar shells when hitting an object immediately after firing
⦁ Fixed Martini-Henry dealing too much damage to most body parts. It is now affected by a 0.9 multiplier to the lower torso and upper arms and a 0.75 multiplier to the legs and forearms, like the other rifles with sweet-spot mechanics
⦁ Martini-Henry now resupplies 5 bullets at a time
⦁ Reduced No.3 revolver reload time from 2.666 s to 2.3 s
⦁ Increased No.3 rate of fire from 150 rpm to 164 rpm
⦁ Reduced Repetierpistole M1912 aimed stationary dispersion from 0.4 to 0.3
⦁ Reduced Repetierpistole M1912 horizontal recoil from 0.8 to 0.5
⦁ Increased Hellriegel first shot recoil multiplier from 1.8 to 2.0
⦁ Increased Hellriegel horizontal recoil from 0.76 to 0.8
⦁ Reduced MP18 first shot recoil multiplier from 2.1 to 1.8
⦁ Improved shotgun crosshair size and scaling
⦁ Sawed-Off shotgun now resupplies 4 rounds at a time
⦁ Reduced 12g Automatic dispersion increase per shot from 0.3 to 0.15
⦁ Fix for dispersion of Model 10-A Hunter decreasing too quickly
⦁ Fix for dispersion of Model 10-A Factory decreasing too slowly
⦁ Moved up damage drop-off from M97 Trench Gun Hunter, Model 10-A Factory and Hunter by 1
⦁ Reduced 12g Automatic post reload delay from 0.5 to 0.3
⦁ Improved hip fire of M1903 Experimental
⦁ Changed SMGs and LMGs to use damage curves
⦁ Huot, Lewis, M1909 and BAR minimum damage increased from 21 to 23
⦁ LMG damage drop-off happens at farther distances
⦁ Reduced effect of suppression on LMG vertical recoil
⦁ Changed LMG base ADS dispersion increase per shot from -0.12 to -0.085 so they are slightly more accurate on the first shots
⦁ Reduced Lewis horizontal recoil from 0.36 to 0.34
⦁ Reduced Huot horizontal recoil from 0.32 to 0.16
⦁ Reduced M1909 horizontal recoil from 0.3 to 0.24
⦁ Changed post reload delays on Gewehr 98 from 0.4 to 0.8 to better match animations
⦁ Changed post reload delays on SMLE from 0.8 to 0.6333 to better match animations
⦁ Changed post reload delays on M1903 from 0.8 to 0.7 to better match animations
 
 
 
 
 
 
 
Gadgets
Mortars
We’ve reduced some of the inaccuracy added by the last update. Mortars will be more accurate when placed, and slightly more accurate during sustained fire. The damage amounts remain unchanged. We felt that it had become too difficult to hit even large targets like tanks, and the inaccuracy in combination with the damage adjustments to the airburst mortar reduced mortar effectiveness more than intended. In addition, in Hardcore players will now get the Large Map for aiming indirect fire weapons. Spotted players will not show on the map unless Minimap Spotting is enabled in Custom Games.
Syringe
We’ve added a short cool down between syringe uses and added the ability to ignore the cooldown if near an ammo crate. Together a Medic and a Support can team up to quickly revive a large amount of soldiers. The cool down is minor, and is intended to only prevent the near instant revive of several soldiers in a very short time. Reviving a single soldier is unaffected. We feel this is a good balance to prevent “revive trains” from a single Medic, while not reducing the usefulness of revive, with a bonus of additional teamplay.
Ammo & Medical Crates
Medic and Support players should find it much more reliable and useful to deploy their Large Ammo and Medical crates. We’ve added additional healing and resupply power to those crates, so they serve more teammates before being depleted and being destroyed. Additionally, we’ve added a feature that will deploy the crates at the player’s feet if the space immediately in front is blocked by an object or slope. This should drastically reduce, but not entirely eliminate, the situation where a crate fails to deploy. It is still possible for the player to occupy a space where the crate cannot be deployed, for example a very tight corner or a steep slope.
Explosive Icons
We’ve updated the in-world icons for explosives to properly reflect their team, and to fully scale over distance so they don’t unnecessarily dominate the field of view, especially at close range. We’ve also identified an issue whereby it can be difficult to determine if a nearby grenade is in front or behind the player. This update does not include a fix for the issue, but we hope to address it in the future. Finally, we’ve implemented proper scaling on the large crates for both medic and support players, so their icons are not as obstructive at longer ranges.
 
 
Hardcore
Thanks to the Community for their feedback on Hardcore mode, we’ve introduced some additional changes in this Custom Game. A large map is now available, as in the base game. In Hardcore the map is will not show the position of objectives, players, etc. We intend for players in Hardcore to only have UI interfaces for things a real soldier could reliably know, for example: how many grenades he has left, but not how many bullets are left in his magazine. For this reason, we have decided to continue down the path without having kill confirmations or a kill log in Hardcore. However, we have added Team Kill confirmations as a nod to the need of accessibility and player learning. In BF1 we changed Hardcore from the reduced health of BF4 to increased bullet damage, in order to retain balanced explosion damage. In this update we’ve adjusted the damage amount in Hardcore from 200% to 125% damage. While on paper this looks like a huge change, 125% damage will still create far more lethal up close damage, for all kits, but will prevent bolt action rifles from being one hit kill at all ranges vs all body types. Other weapons will retain their intended ranges, while still being far more lethal than the base game. These changes help us steer Hardcore down the path of feeling like a faster, meaner, more realistic base game
 
 
Stability & Performance
Stability and performance is always critical to us, and in this patch we’ve done a number of improvements to ensure a solid gameplay experience. Below are some of the major changes.
⦁ Fixed an issue that caused a hang when pressing J/K/L on console keyboard
⦁ Added a new Framerate Limiter option that limits the maximum framerate the game will run at to a specific amount. Limiting your framerate to a lower number can help improve performance if you are experiencing high CPU usage
⦁ CPU optimization to improve high framerate operation on high end video cards where there is no VRAM pressure
⦁ Fixed an issue where the game would sometimes crash when loading levels
⦁ Fixed an issue where the game would sometimes crash when dying in a vehicle
⦁ Fixed a server crash related to trip wires
⦁ Fixed an issue where outdated game clients could still connect to EA servers without receiving an error
⦁ PC: Forced v-sync to on during loading movies on PC to prevent screen tearing and stutters
⦁ PC: Fixed some issues that could lead to GPU hang on DX11
⦁ PC: Fixed ghosting issues
⦁ PC: Borderless full screen now works as intended
⦁ PC: Fixed an issue with full screen causing other windows to be resized and/or moved around
⦁ Xbox One: Fixed a rare VOIP related crash
⦁ Console: Tweaked dynamic resolution min cap scaling to improve GPU performance over loss of resolution
 
 
General
Below you’ll find the list of general fixes not included in the things we’ve already covered above.
Gameplay
⦁ Monte Grappa, Suez, Ballroom Blitz & Argonne Forest - Made tweaks to certain areas of the map where attackers had a very difficult time capturing specific sectors
⦁ Fixed an issue where players could get team kills when killing an enemy who has joined on a friend in your team
⦁ Netcode improvements to apply pose changes faster. Before it was only applied when standing and going from stand to crouch. Now it is applied for all pose transitions and while walking as well
⦁ Wrecked Airship parts left behind by a destroyed airship should no longer occasionally kill soldiers
⦁ Fixed rubber banding issues and non-smooth movement of airplanes in MP
⦁ Slightly adjusted the matchmaking ruleset for Operations to reduce the chance of entering an Operation that is about to end
⦁ Re-worked how the behemoth enters the map in Operations game mode. The Behemoth will no longer appear if a team is in a significant lead. This affects both attackers and defenders in Operations
⦁ Defenders will no longer get a behemoth on a new level if attackers are on their last battalion
⦁ Reduced attacker behemoths to prevent them from getting one on each retry on second and third maps
⦁ Increased score difference between teams needed for behemoth to appear
⦁ Fixed camera jitter during deploy transition to airborne vehicles
⦁ Binoculars in Single Player are now working if click-to-zoom option is selected. In multiplayer if click-to-zoom is selected, the zoom clicks are not lost anymore if happening during weapon switch or reload transitions
⦁ Added kick of player if spawning with restricted weapons to prevent usage of weapons not allowed in Custom Games
⦁ Split the click/hold-to-zoom weapon option into separate ones for vehicles and soldiers
⦁ Fixed an issue where the player was not being awarded score for capturing a conquest point after exiting and reentering the capture area
⦁ Reduced mortar dispersion increase per shot from 3 to 2.75
⦁ Prevented the possibility to spawn with the wrong class when switching class at the time of deploy
⦁ Fixed an issue where grenades didn't rotate correctly or at all when thrown from the player
⦁ Fixed an issue with camera transitions when dying
⦁ Fixed an issue with horse twitching from explosives
⦁ Fixed an issue where trying to place a limpet charge on a door resulted in a crooked, floating charge instead
⦁ Fixed an issue where prone aiming constraints were not properly applied after respawn
⦁ Fixed an issue where players sometimes became invisible when exiting certain vehicles
⦁ Fixed an issue where soldiers would get stuck on top of vehicles
⦁ Fixed an issue where captured flags could be stretched by shooting them with shell projectiles
⦁ Fixed 3p stuttering of Behemoth when viewed from the ground
⦁ Fixed an issue with the placed collision on the tunnel ceiling on Monte Grappa
⦁ Fixed an issue where the rifle on cavalry would appear with the sabre animation
⦁ Fixed an issue where destroying turrets on behemoths with explosives would sometimes disable the wrong turrets
⦁ Fixed an issue which caused part destruction on airships to not work as intended
⦁ Fixed an issue where Elite Classes in vehicles or stationary turrets took the same amount of damage as normal soldiers
⦁ For players using the click-to-zoom option, sprint is now properly interrupted on zoom and re-engaged on un-zoom
⦁ Fortress turret wrecks now stay forever, or until a new turret respawns to prevent issues with vehicle and soldier collision
⦁ Minor adjustments to Ballroom Blitz battlement gate damage behavior
⦁ Destruction tuning to avoid floating lamps
⦁ Adjusted Sinai desert rock bridge debris damage and health for consistency
⦁ Fixed object on Ballroom Blitz that improperly caused collision damage to tanks
⦁ Fixed strange looking enter animation on QF1 AA Stationary Weapon
⦁ Added more spawn variations to the C flag in Conquest on Empire's Edge
⦁ Soldiers can no longer enter the tower on Ballroom Blitz after it has been destroyed
⦁ Grenade throws will no longer be canceled by pressing Zoom while holding the grenade button. Instead they can be canceled with Reload
⦁ Fixed flare projectiles penetrating aircraft
⦁ Flare projectile now breaks glass
⦁ Soldiers can no longer switch to rifle grenades when they are out of ammo. The C96 Carbine now automatically switches to secondary when out of ammo
⦁ Fixed the beam reticle for the Cei-Rigotti showing the cross reticle instead
⦁ Corrected occlusion and collision issues on Ballroom Blitz
⦁ Resized the Ring Reticle for improved shooting experience
⦁ The mortar can no longer be deployed on bushes
⦁ Fixed an issue where sometimes matchmaking from recommendation did not show the loading screen
⦁ Fixed an issue where players would sometimes be taken to an earlier check point when rebooting the console while playing the campaign
 
 
UI
⦁ Improved overall UI performance and stability
⦁ Fixed an issue of Medics not seeing 3D revive/minimap death icons of team mates who died behind them until they look at the body
⦁ Hardcore now shows team kills in the score log
⦁ Made it simpler to report offensive emblems by adding reporting functionality in the EoR scoreboard
⦁ Improved latency in End of Round when scrolling through the scoreboard
⦁ Fixed an issue where vehicle crosshairs would disappear in Hardcore when using the Armored Train or Dreadnaught
⦁ Gadgets now take priority if pressing dpad up and dpad left or right at the same time
⦁ Fixed an issue with the Operation Outcome screen that caused it to display the wrong information about the result of the Operation
⦁ Crosshair visibility can now be adjusted in the gameplay options
⦁ Fixed an exploit where a player could steal Squad Leader status from an active squad leader
⦁ Fixed an issue with the number of service stars always showing as zero in the customize screen
⦁ a gas mask in stationary weapons and other vehicle seats where it was previously hardcoded
⦁ Fixed an issue where customization submenus would automatically close while selecting equipment
⦁ Fixed an issue with the current soldier not displaying in the squad screen in Team Deathmatch
⦁ Squads with players in a party now stay unlocked if there are only two players in the party
⦁ Prevent squads having too many players when running map rotations with mixed game modes
⦁ Joystick now works without setting the controller layout to Custom
⦁ Fixed an issue causing delays in game chat
⦁ Fixed an issue where hints would get stuck on the screen
⦁ Skins unlocked from Battlepacks now properly indicate they are for all patterns of a specific weapon
⦁ Fixed an issue where friendly mortars would sometimes appear as deploy points
⦁ Player can now select squad spawn points with the dpad
⦁ Fixed an issue where a tech hang was caused by joining an Operation's session while in progressive installation
⦁ Fixed an issue where no error messages were displayed when accepting a Multiplayer invite during progressive installation while playing Singleplayer
⦁ Fixed an issue where joining a multiplayer game invite resulted in a black background
⦁ Fixed an issue where no queue information was provided after accepting an invite to a full server, while on another server with the option menu open
⦁ Fixed an issue where the round bonus score bar in EoR personal tab was counting up and then disappearing
⦁ Fixed an issue where spamming the options button in EoR lead to a technical hang in the next round
⦁ Fixed an issue with Model 10-A Slug that was tracked as Artillery kills in the EOR screen
⦁ Fixed an issue where the EoR countdown stopped when quickly navigating through tabs
⦁ Fixed an issue where a tech-hang was caused after selecting the shovel and bayonet in Weapons and gadgets
⦁ PC: Added server info in the "..." menu
⦁ PC: Pressing "ESC" while in customize now properly takes you back to the deploy screen
⦁ PC: Exposed Gas Mask key bind in vehicle section. This allows you to rebind the button to put on
⦁ PS4: Fixed an issue where User Created Media Restricted users were able to see server names created by other users
⦁ Xbox One: Fixed an issue where the LB/RB buttons had no functionality in the news menu
 
 
Audio
⦁ Fixed so that master and music volume fades nicely to the saved settings when starting the game
⦁ Fixed an issue with in-world sound heard briefly when going into the Deploy Scree

n°12885760
Profil sup​primé

Transactions (0)
Posté le 12-12-2016 à 11:11:16  answer
 

Bref, ça a nerf du shotgun

n°12885769
Eldem
Ultima ratio regum
Transactions (4)
Posté le 12-12-2016 à 11:13:53  profilanswer
 

Amraz a écrit :


 
Le score de la partie est revelateur.  
P our perdre 138 à 1000, faut etre avec 30 mecs d'un niveau d'une faiblesse extreme.
Je crois n'avoir jamais vu un ecart aussi grand d'ailleurs.

Bref un truc tellement rare que c'est impossible de sous entendre que c'est systématique, et donc injouable.


Moi je l'ai vu. On était une escouade HFR et on a gagné 1000 - 150 (sur Suez je crois)  
La proance quoi. :o  

n°12885775
trollandco
Do not feed the Troll !
Transactions (10)
Posté le 12-12-2016 à 11:15:33  profilanswer
 

Eldem a écrit :

Moi je l'ai vu. On était une escouade HFR et on a gagné 1000 - 150 (sur Suez je crois) La proance quoi. :o


Souvenirs, souvenirs  :sol:


---------------
[ACH] Jeux XBox One [VDS] Jeux Wii / Origin : TrollAndCo (Vidéos HFR BF1/BFV)
n°12885796
varlocke

Transactions (4)
Posté le 12-12-2016 à 11:20:39  profilanswer
 

"Mortars will be more accurate when placed, and slightly more accurate during sustained fire."
 
 [:fogarino:4]  
Déjà qu'en mode opération c'est chiant...


---------------
Trump, homme de l'année.
n°12885807
deep95
GSR 750, Gaazzzz !
Transactions (0)
Posté le 12-12-2016 à 11:22:51  profilanswer
 

Marvinem a écrit :


 
oui pardon jusqu'à 30m ^^
par contre je ne connais pas la distance d'OS sans épauler


 
Moi non plus mais je dirai dans les 15/20 mètres.


---------------
----> Mon Pc Watercooled mod tubing ( en bas de page )
n°12885811
Profil sup​primé

Transactions (0)
Posté le 12-12-2016 à 11:23:20  answer
 

Le mode opération c'est du gadget.
 
Qu'ils se focalisent à équilibrer le jeu pour le mode conquest, qui est l'essence même de BF, me semble normal.
 
Le mortier ne sert à rien actuellement.

n°12885830
MeWa_13

Transactions (0)
Posté le 12-12-2016 à 11:29:01  profilanswer
 


 
 
Le mode opération n'a rien de gadget.


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La flemme c'est la vie.
n°12885833
Kassad
Don't talk, shoot, shoot !
Transactions (0)
Posté le 12-12-2016 à 11:29:58  profilanswer
 

⦁ Fixed Martini-Henry dealing too much damage to most body parts. It is now affected by a 0.9 multiplier to the lower torso and upper arms and a 0.75 multiplier to the legs and forearms, like the other rifles with sweet-spot mechanics  
⦁ Martini-Henry now resupplies 5 bullets at a time  
 
Pas de soucis pour les dommages.
Par contre, rechargement de 5 balles à la fois ??? WTF !
l'arme IRL ne prend qu'une balle à la fois. Leur animation est faites comme ca. Ils vont faire comment. Ils vont tricher, genre on va le charger comme un pompe ?
Ils flinguent le petit côté sympa du balle par balle... N'importe quoi.
 
 
 
Non, c'est tout sauf du gadget, et tu passes à côté de la vrai grosse nouveauté de la série des BFs.
Un vrai nouveau mode de jeu, intéressant et qui apporte un vrai plus.

Message cité 1 fois
Message édité par Kassad le 12-12-2016 à 11:31:38
n°12885834
varlocke

Transactions (4)
Posté le 12-12-2016 à 11:30:06  profilanswer
 

A votre avis, quel(s) nouveau(x) bug(s) la MAJ va apporter, on peut faire un sondage ?  :o


---------------
Trump, homme de l'année.
n°12885850
angelusdeu​s
BlobUmad
Transactions (5)
Posté le 12-12-2016 à 11:33:59  profilanswer
 

orion0101 a écrit :

Moi ce que je remarque, c'est que même en "mini", le jeu est sacrément zouli quand même.


mets toi en mini sur saint quentin tu vas rigoler  :D

n°12885853
varlocke

Transactions (4)
Posté le 12-12-2016 à 11:35:05  profilanswer
 

angelusdeus a écrit :


mets toi en mini sur saint quentin tu vas rigoler  :D


Je joue en Ultra, je trouve le jeu plus moche qu'au début  :??:


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Trump, homme de l'année.
mood
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