Battlefield 1 Bullet Speed Hack [FAST]
However, in 2017, a player named 'ThatGuy' on Reddit shared a detailed account of how to replicate the glitch, which sparked a wave of interest and experimentation within the community. Players started to analyze the game's mechanics, trying to understand how this exploit worked.
You're referring to the infamous "bullet speed hack" in Battlefield 1!
The "bullet speed hack" was not an official feature, but rather an unintended consequence of a specific sequence of actions players could perform in the game. It became a sort of urban legend among the Battlefield 1 community, with some players claiming to have experienced the phenomenon and others dismissing it as a myth. Battlefield 1 Bullet Speed Hack
Are you an avid Battlefield player or just interested in gaming glitches?
The phenomenon was widely discussed on social media platforms, forums, and YouTube videos. While some players claimed to have experienced the "bullet speed hack" firsthand, others argued that it was simply a hoax or a result of client-side prediction errors. However, in 2017, a player named 'ThatGuy' on
According to some developers and game analysts, the "bullet speed hack" was likely caused by a synchronization issue between the client's (player's) game state and the server's game state. This could have allowed players to briefly manipulate the game's physics, creating the illusion of super-speed bullets.
For those who might not know, the "bullet speed hack" was a peculiar exploit discovered by players in Battlefield 1, a first-person shooter game developed by DICE and published by Electronic Arts (EA). The glitch allowed players to manipulate the game's physics engine, effectively creating a situation where bullets could travel at an absurdly high speed, often instantly killing opponents or even hitting targets that were not even visible on screen. The "bullet speed hack" was not an official
The "bullet speed hack" incident is often cited as an example of an interesting and unusual glitch in a game. While it may not have been a formally acknowledged issue by the game's developers, it has become a memorable anecdote within the gaming community.
It‘s a shame that Phonegap Build is closed at the top of the corona crisis and at the top of the mobile age!
Being a PhoneGap refugees we spent a lot of time looking at alternatives. On the development side, we made the jump to Ionic Capacitor which is logical upgrade from Cordova but young enough that build flows are few and far between.
The logical choice here would have been AppFlow which looks really nice. The deal-killer for use was pricing – it was simply cost-prohibitive for our small operation. After much searching, we found a great solution in CodeMagic (formerly Nevercode) – it’s a really nice CI/CD flow with a modest learning curve. It had a magic combination of true Ionic Capacitor support, ease-of-use and a free pricing tier that is full-featured. If you’re in a crunch the upgraded plans are pay-as-you-go which is also a plus.
Amazing it has not got as much attention as it deserves…
Like everyone else, phonegap left a huge hole when it shut down. We looked at every alternative out there and eventually settled on volt.build for two reasons, 1) the company behind it has been around a long time and 2) it’s the closest we could find to building locally. It’s 100% cordova and they keep up with the latest.
volt build not support any plugins, like sqlite, file transfer, etc
“volt build not support any plugins, like sqlite, file transfer, etc”
Sorry – I just saw this comment. It’s not true at all. Here’s a list of over 1000 plugins which have been checked out for use.
https://volt.build/docs/approved_plugins/
I’m on the VoltBuilder team. Don’t hesitate to contact us if you have questions – [email protected]
For me, best way not is with GitHub actions, super cheap and easy to set up:
https://capgo.app/blog/automatic-capacitor-ios-build-github-action/