over 4 years ago - /u/PartWelsh - Direct link

Let’s talk about what’s coming in Update 5.2 and some of the changes and improvements that we’re making to Battlefield V in December.

Hey folks,

In the coming weeks, we’ll have full details on what it is that you should expect to see added, fixed, and changed with Battlefield V as part of Update 5.2, as well as the precise times and dates that we’ll see all of this new content go live. As ever, we’ll continue to hold back on the full information until we’ve seen it clear through the usual Finalising, Testing, and Certification steps of our processes so that we can bring you the most accurate information, and avoid setting any wrong expectations.

That said, there are some things that we want to start the conversation on before we reach Update 5.2 - some of which will help to give you an understanding on where our focuses lie in the realm of continuing to improve and enhance the experience that many of you are having with Battlefield V every single day.

Community Games 

We were a bit premature in revealing to you the new name for Private Games when we published our 5.0 Update Notes last month, but we have settled on the final name, and can confirm that this will now be known as Community Games to help reflect the vision that we have for this feature. 

Braddock will be following up at a later time with you all on the complete feature set, but today I’m happy for us to confirm that it’s our intent to ship Community Games as a part of Update 5.2 in December.

Coming in Update 5.2 - Community Games

The Lunge Mine

Affectionately known as the Boom Broom, we’re not presently satisfied with the way that the Lunge Mine is working in our current builds. It’s not activating when we want it to, and the splash damage is making the weapon less predictable than we intend for it to be. It simply doesn’t meet our quality standards, and so rather than giving you something that’s broken, and the promise of fixing it further down the road, we’re going to hold back on releasing this Gadget to both Assault and Support until our next update, after 5.2 (in the new year) in order to get it polished, and reliably working.

When it works well, it’s great fun! Here’s your first look at it in action:

How the Lunge Mine should work vs. some of the issues we're ironing out

The Fliegerfaust

Staying with the topic of Gadgets, it’s been fun seeing everyone getting to grips with the Fliegerfaust since it went live during Battlefest! It’s been good to see it change up the loadouts on the Assault class, and we recognise the impact that this new gadget has had on Pilot players and Airborne Gameplay.

That refresh on player loadouts is as designed, however we’re conscious that it’s a bit easier than we intended to take down a plane when using this Gadget. With Update 5.2 we’ll be adjusting the detonation radius of the individual Rockets to require a more precise impact on the Plane (they presently detonate at 7M, and deal full damage), and so we’re tweaking that detonation radius to require more precision. If the plane is charging you head on, expect the Pilot to still have the same experience as presently, but instances where the plane is flying across your vision, and at a greater distance from you, you’re going to need to be more deliberate about where you fire your salvo vs. the current experience.

Additionally, we’ll be extending the range of the rockets to allow for them to be used to attack planes at much greater distances, as well as tweaks to the fire rate, projectile speed, and salvo size. We’ll have full details in the Update Notes in December, but expect to see the Skill Ceiling raised on this gadget whilst keeping it effective in encouraging new play styles from Pilots.

https://preview.redd.it/gf49u22jbvy31.jpg?width=1280&format=pjpg&auto=webp&s=73648e1f1878c23706465f9cb7ed99287b0ad8a8

Credit - PeterSMK2

Wake Island

At the end of the month, we’ll have a new article live on the Battlefield website that provides you with your first look at Wake Island, which we currently intend to deliver as a part of the 5.2 update, and release into the game a few weeks later. 

We’re having a wild time playing this on our internal playtests and even though many of you will have deployed on Wake across different eras of Battlefield, we’re confident that you’re all in for a treat playing this on Breakthrough, Conquest, Squad Conquest, and Team Deathmatch.

https://preview.redd.it/5jfzeadlbvy31.jpg?width=1281&format=pjpg&auto=webp&s=662d8dc9735c0daf32958e58282dfc5c7e6936ab

Improving the Sandbox

Hopefully you’ve seen, and felt us make some great changes to Battlefield with our recent series of updates, a lot of which are targeted at helping to improve and restore more of the Sandbox that you love about the game. We’re continuing that trend in 5.2 and we wanted to talk to you today about some of the changes that we’re making next month. 

Enemy Acquisition Icons

There’s been a number of updates targeted at improving player visibility throughout our first year of support, and with this update we’re making more changes.

In 5.2 we’re directing our attention on improving player awareness, and helping to more easily register the difference between friendly and enemy soldiers. The change that we’re making targets the combat ranges where players could die very quickly, and help players to acquire targets that are in Close Quarters Combat range (around 15m) provided that the player in question is within their immediate field of view.

Here’s how that looks:

Enemy Acquisition in 5.2 - Local to the Player

In the clip, you’ll observe that as a player enters within range of the enemy, a small icon is visible above the players head. As the gap closes, that icon then details the players class. In instances where the enemy has received damage from the player, a representation of the enemy health bar is also presented. These icons are local only to the player, and are not shared across the Squad, or the team. Other players will always need to be in the same relative distances to also see these icons, and the behaviours that govern this system aren’t the same as those used by Spotting.

Edit: To repeat comments made throughout the thread, and further help to explain this system, these icons only appear when you're within the required Ranges. Inside 15M, pointing your gun directily at an enemy who is fully visible will result in the icon appearing at the enemy that you're aiming at. Inside 5M, those symbols are active on any player currently fully visible within your field of view. If the player is obscured or not visible to you, no icon will be shown until the situation changes. At no stage will this information also be present on the minimap, or be shared with your squad or team. All information remains local to you.

So what are we hoping this change will do?

Primarily, our intent is to reduce the amount of time that players spend differentiating between friendly and enemy soldiers, and in a bid to reduce instances where players are being surprised by Soldiers that are making the most of prone gameplay on busy maps. Overall this should reduce the immediate cognitive load of having to scan the environment too much. 

As with some of the other changes that we’re listing below, we aren’t making these changes without a system of Safeguards that encourage us to be reflective about how the changes play out beyond our experiences playing with them across the past month here in the studio. We’ll be monitoring your feedback after the changes go live to challenge ourselves if we have the right Ranges for these new UI elements, and if they’re ultimately helping to positively affect the gameplay experience. If we’re not meeting the goals that we’ve set for ourselves, we will revisit and keep you updated with how we think we can better deliver on our vision.  

Damage over Range - Weapon Balancing

We’ve been upping our game lately on performing more regular balance passes on the different weapon categories as part of ongoing efforts to improve the weapon diversity across the game, and provide you with a greater range of options to use when setting up your Soldiers, vs. the current meta of one size fits all gameplay.

With 5.2, we’re going to be addressing the damage over distance values of the different Weapon Classes to help promote healthier gameplay on the objectives. Because of the balance changes that we’ve already made to Bolt Action Carbines, Sniper Rifles, and Anti-material Rifles, we’re not going to be making any changes to the Damage these Weapons do at Range. As ever, we’ll continue to review these Weapon Classes in case we feel further tweaks are needed.

So here’s a breakdown of what we are doing, using a couple of examples of weapons we know to be popular across the game. Below are some graphs that demonstrate the Bullets required to take down a player at different ranges, showing you both the current values playable today with 5.0, and the changes coming with 5.2.

https://preview.redd.it/bek7v5qtdvy31.png?width=1391&format=png&auto=webp&s=91e5129ad7e9d44d237a5159a9190228f8ca0683

https://preview.redd.it/znf3qtnudvy31.png?width=1391&format=png&auto=webp&s=1b04f2c412597289d72cc96886fa305ea8897621

https://preview.redd.it/rnq2b6ivdvy31.png?width=1391&format=png&auto=webp&s=c6a14b0512504c7e2992ad9dd475c933bb41c663

https://preview.redd.it/l7tl8jewdvy31.png?width=1391&format=png&auto=webp&s=817acf0722d9f833d77c84f37803721a0d9684ad

https://preview.redd.it/720zhq8xdvy31.png?width=1391&format=png&auto=webp&s=e87fc7cbe36652c8e69387d3d016d07456cf5804

In the above examples, you get a snapshot showing how some of the weapons presently behave (in Orange), and how they’ll behave when 5.2 goes live (in Blue). With the graphs above we’re also showing the weapons and their damage values when used at ranges outside of the average that we see across Battlefield V (around 22 meters). We’ve represented that here with the faded Red line, so consider that the ranges displayed to the left of that red line are for informative purposes on how the Weapons behave at distance, vs. to the right of the line which best reflects the minute to minute gameplay experience.

We’re treating each of the weapons very differently in terms of how we address their performances at different ranges, and you can see that in the case of the Thompson (a very high Rate of Fire Weapon) that the weapon largely behaves the same at it’s usual CQB engagement range. Over distance, you can see that the weapon won’t perform as strongly, either encouraging you to switch to a different weapon on a more open map, or make more use of Smokes to close the gap on your opponent before engaging. Similarly the MG42 is shown to be considerably less effective at range, but with it’s High Rate of Fire and large magazine size, will still bare strong warning to players who are pushing an objective.

Parallel to the Damage over range changes, we’ll be making some adjustments to Recoil to ensure that we’re compensating for the decreased margin of error, as well as tweaking some of the Rates of Fire (both up, and down depending on the weapon), and their related specialisations to offer up a lot more diversity in the weapons that you’re using, and encourage more variety in the gameplay. To match this change, we’ll also appropriately adjust ammo amounts to ensure you’re not scratching around to fill your magazines.

Our Update Notes for 5.2 will detail all of the different changes that we are making across SMG’s, Assault Rifles, LMG’s, MMG’s, SAR’s, Shotguns, and Pistol Carbines, and will provide you with the best context for assessing the change. 

Ultimately, we’re working to ensure that Class Balance is maintained, with no class or weapon offering Do or Die choices, and that the gunplay experience is sustained as something that’s best in class. We’ve been testing these changes for some time internally, and believe that we’re headed in the right direction, though we’ll be monitoring for your feedback after the changes go live and asking if those safeguards are being tested.

Expect us to be plenty responsive on this topic after 5.2 releases and you’ve gotten hands on with these changes.

Spotting Changes

In 5.0, we made some changes to the Spotting Radius of Flare Guns and one of the key things we’ve heard since then was that whilst the changes themselves have been positive, and helped you to make more informed decisions about how you attack and defend, that you’re still looking for more feedback and interaction with the systems that govern spotting.

In 5.2, we’re making a key change to the experience that directly addresses that concept of ‘How do I know when I’m Spotted?’. So we’ve added a new UI element that will appear above the Minimap (which will also be highlighted whilst spotted) that informs you when you’re currently spotted and visible to enemy players. Breaking Line of Sight with Spotting Scopes, leaving the Flares Radius (or shooting it out of the Sky), entering Smoke from Smoke Grenades, and other related events will all clear this effect and help to give you more understanding of how to counter Spotting during Gameplay.

Here’s how that will look in 5.2 when it goes live:

https://reddit.com/link/dwueiv/video/wlofkirzdvy31/player

Beyond this, we are considering improvements to the spotting, and counter-spotting gameplay by potentially introducing new gameplay systems that allow for counter intelligence, and spotting denial. First priority is observing how these changes are received, and how it affect gameplay before we invest resources further expanding these systems. In the short term, we have a few adjustments to the current duration and radius of Spotting Flares that you’ll see detailed in the 5.2 Update Notes next month.

Angle of Attack - Armored Vehicles

Vehicle players often comment to us that they don’t feel as empowered to enter the battle, and help to push the objective. There’s a wide range of explosive gadgetry that can help to quickly remove a Tank from play, and without making changes to the existing Arsenal, we do want to help improve the experience for Tankers, and raise the skill ceiling when using these Gadgets.

To achieve this, we’re changing the angles of attack that players will need to consider when taking on an Armored Vehicle.

  • Big Hits:To maximise your damage, you’ll need to be at an almost perfect angle for front and sides, and at a generous angle for attacks to the rear of an Armored Vehicle. 
  • Normal hits:Attacks outside of the perfect angle will do flat damage
  • Ricochet hitsh*tting at an Angle less than 30 degrees will always result in a Ricochet Hit, and deal less damage (and we’ve addressed an issue with this update which was causing some Ricochet hits to do as little as 1 damage).

The angles of attack will vary slightly depending on the classification of Tank that you’re engaging. Heavier Tanks will be less forgiving on the angle of attack, and require more precise hits. Hits to the side of a Tiger will require an angle of attack greater than 30 degrees to the broad side to attain a Normal Hit, and 90 degrees accuracy to deal Critical, vs. 30 degrees, and 80 degrees vs. the Staghound. Meanwhile, an attack at the front of a Tiger will require an angle of attack greater than 45 degrees to land a Normal Hit, and 90 degrees of accuracy to strike Critical damage. Again compared to the Staghound, that’s 30 degrees, and 80 degrees when attacking head on.

A big portion of the motivation for this change is Consistency for players. It's possible today for a tank to get instant destroyed, or to be essentially invulnerable, and difficult to know the difference for either tanks or infantry. In our Update notes next month, we will help to detail these things to provide some clarity and consistency to these new systems, without fundamentally changing the pacing of Armored gameplay.

We’re also reworking how AT Mines behave in this update - they’re now more effective at disabling parts, and do less overall damage, however you can now place 6 mines instead of the current limit of 3. Expect to see adjustments to the Damage Curves for Dynamite in 5.2 that will further change the experience taking on Armored Vehicles.

We’ll use both the internal data that we collect, and your feedback to keep tweaking our way towards a healthier balance of Armored and Infantry gameplay in Battlefield V. We’re also starting our work on similar Angles of Attack changes to Airplanes and we’ll share more details on that as we get closer to achieving our goals here.

Update 5.2 - Coming in December

This is just a first look at some of the many changes and improvements that we’re making to Battlefield V with our next Update, along with plenty of Fixes to existing issues - many of which you can track each week over on the Battlefield Trello.

Much of the stuff that I’ve given a preview of above we will be publishing in much greater and finer detail with our next update notes. To better highlight these types of changes, we’ll be tagging in a new category on our Update Notes that we’re referring to internally as Operation Sandbox, an initiative that's headed up by David Sirland - @tiggr_

We have a big list of improvements that we want to continue making to the game, much of which is based on a lot of your feedback. David and the team have been taking that feedback on board, identifying what’s causing frustration or asking for more attention, and understanding what the outcome is that we need to achieve to turn all of that into improvements. 

So you’ll be seeing a lot more of these types of updates across the future of Battlefield V as we continue to improve the experience that you have with the game, alongside the great new content that we have planned for the new year ahead.

See you on the Battlefield,

Freeman // @PartWelsh

External link →
over 4 years ago - /u/PartWelsh - Direct link

Originally posted by CrafterOfSwords

I do not like that 3d spotting-like mechanic, please don't :(

To be very clear - it's not 3D Spotting.

It's not in anyway attached to the spotting systems, it's local only to you, and not shared across your team.

The icons are only visible under condition.

Within initial range - the diamond only appears if you're already pointing your gun at the enemy.

Close to within close range and these icons will appear if the soldier is inside your view, meaning - you can already see the player. The icon is removed if the enemy goes into a position or cover that means they're not visible.

It's not the return of Doritofield, it's just helping to support you in the game.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by CrafterOfSwords

I understand, it's not as bad as 3d spotting and I appreciate that, but it still serves a similar purpose and function which I really hate. I praised Battlefield 5 on its removal of 3d spotting and now that's slowly dripping back in. We need a CTE for changes like this, or just for them to not happen (in my opinion)

It's fair feedback, and as I've volunteered in the post above, it come under our umbrella of Operation Sandbox. We're not keen on just dropping in content and moving on with our lives. We'll review this against the Plans that brought us to implementing this feature, and check it against our safeguards. If it's breaking too many of our own rules, we'll review our implementation and adjust appropriately.

The important thing for us is that ALL players get to interact with the systems in a live environment (as we have been doing internally for the past month as we built it out). Keen to hear more from folks when this comes into the game next month.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Vektor_Jager

The enemy acquisition icons seems like a huge red flag to me for gameplay flourishing . I don't think we have the same problems with visibility as we used to .

One of our safeguards against this is how it keeps the Battlefield as more than just one frontline. If we see this change negatively impacting players abilities to play the game in all manner of styles then we'll review and react to that after the feature has gone live into the game.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Hawkiinz

Second change of TTK. You saw what it gave after the release of the game...

Actual TTK is perfect. I don't understand.

I can appreciate it's tough to appropriately judge how the experience will change in 5.2 without going hands on. What's been developed for this update isn't in line with the changes that were proposed last year.

What's been targeted here is the effective damage of the guns at long ranges. The common engagement range is at or below 22M, and for the most part there's a bullet difference on most weapons in and around that area. When coupled with the changes to recoil and rate of fire that we're making, it's not affecting TTK in the same manner that was proposed last year.

What is changed is how much damage is suffered at longer ranges (except for Sniper Rifles which were balanced more recently). Players who are engaged at longer ranges will find that they have more time to react, unless the player attacking them is continuing to target for Headshots.

For the absolute majority of engagements in and around the objective, the gameplay experience isn't being heavily adjusted.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by OPL11

These changes are worse than the ones we saw shortly after the release of the game.

The Tommygun as a listed example goes from 5 bullets to kill to 8 (eight) at 20 metres.

It will help when you also see the Update Notes to also see the Rate of Fire and Recoil changes. These will be published in advance of the update going live early next month.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Wanabeadoor

just a guess

  1. is the guns getting worse BTK in overall? that's kinda shitty. I thought players enjoyed faster gunplay in general, especially compared to BF1.
  2. so no rebalance/rework on any european contents happening in near future? it's bit out of context but well..
  3. can we please have at least 4 same gender soldiers? since you locked the cosmetics by character, which I didnt liked but understandable having only 6 character is kinda bit too small. can we at least just copy each one from british/german ones?
  4. mechanisms about angle of attack sounds great but what about the balance? some tanks are clearly more 'flat' while others being better shape in sense of angle of attack. are we getting some modified(looks complicated but actually calculated as flat) hitbox? and what about the howitzer, HESH rounds or things kinda would not make a glanced hit? 5.
  1. Each gun is being targeted differently. Expect some of them to become more specialized and others to fill different roles
  2. Update 5.2 is bigger than what's outlined here.
  3. I've shared this feedback with the team
  4. The different sizes of tanks are balanced differently - full details will be shared in the update notes early next month
over 4 years ago - /u/manimal_prime - Direct link

Originally posted by Kinglazer

I'm so f**king hyped for this game coming december, community games are going to be awesome.

With the lunge mine being pushed back will another gadget be pushed up to fill the void, or has anything been considered?

Perhaps they should provide an explosive gadget for the support class? Maybe one with a magnet that can stick to the side of vehicles and explode at a later time interval??

any thoughts on this subject, u/235Nuke????

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by juliofrancisco

Not a fan of the Icon popping on peoples head once youre close to them....that seems like that would be a better feature if they were spotted with either the Spotting Scope or Flare. The detailing of an enemy’s class once theyre spotted is nice though.

I've posted this elsewhere, but I just want to make sure I do the best I can to help folks understand that this isn't the same as Spotted.

At long ranges, none of this stuff appears, ever, under any circumstance.

Within range, the icon appears if you're already pointing your weapon at a fully visible enemy player (in that circumstance, you're generally doing that because you're intending to shoot them)

Within very close range, the icons appear to anyone within your view. Again, these players need to be visible in that condition. If they're occluded from view, or behind a nearby wall, you won't see this icon.

The icon doesn't appear under spotting flares, or if separately to this, the player has been spotted by someone else.

The information is also only relative to you, and is not shared across the team, or your squad.

I appreciate that because of past games, and the visual language used with the iconography that we've chosen, this will at first look (and without gameplay context) feel like this is more Doritos or shooting at bad guys. In context of gameplay, this isn't as prevalent as suggested.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by TankHunter44

While you're at it, I have to say that I love the expanded Tank/ Plane Specialization Trees introduced for the Pacific. It actually makes upgrading your vehicles fun because of all the different options we have to choose from now.

Please tell the Dev Team to give all the base game tanks and planes the same treatment. As well as keeping this new trend with all future vehicles and planes.

I feel much the same way! I love how differently it is we approached vehicles with the Pacific Content and I'm sure it's something we would like to put on our list of things to revisit for existing content.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Billxgates

u/Partwelsh

I appreciate this extremely detailed update! This is the stuff we need and I’m thankful to see it.

There are still two topics though that we need info on. First and foremost when are we going to hear about the Team Balancer or is that being scrapped? And When will we hear about Tank bodies. It’s been over a year that it’s coming soon and still no mention of it.

One of these is an integral part of the game that should have been addressed and resolved 10 months ago when u/tiggr spoke on it. The other is a feature you marketed and sold the game on but still haven’t delivered.

Also, u/Braddock512 what ever happened to the discussions you were having about the perceived lack of value in the deluxe edition? I’m asking because I see that topic has been back around lately.

Tank Customization (meme that it has become) I'm not in a position to share new news on. Our rule is that we don't set new, or bad expectations and so until I know for certain the the feature has cleared our necessary approvals systems (Dev Final, Testing, Certification etc) then I won't have new information to share on it. I can say that it won't feature in 5.2, but despite having insight from the team on when the feature could launch, it's not for me to say.

Team Balancer improvements we all recognise are needed. Similar to the above, I can look to update you on that when we have firm detail to share.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Snaakmat

Hey u/PartWelsh this is a very clear list of changes that sound interesting, very happy to see the lunge mine for supports as wel!

One question, can I disable the spotting effect in the options menu?

We're looking into that one. It's unlikely to make 5.2, but we believe that we could develop a toggle for it for players. It'll require more work and investigation from the team but if we're in a position to make that change in the future and provide you with that control, I'll do what I can to update you.

over 4 years ago - /u/tiggr - Direct link

Originally posted by pepperrabbit190

OMG this is a dream come true. Being able to tell you are spotted is so huge. I've been waiting for this since Bad Company 2. PLEASE PLEASE PLEASE make this a standard for every BF game for now on. My only hope is with the new client side spotting mechanic, it does not notify them about being client spotted but only by a flare, spotting scope, or suppression (server side).

It does not alert them, local only.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by bilbo_crabbins

This is the type of thorough communication I like to see. I can't say I agree with the changes in BTK (8 BTK from a MG42 at 20 meters seems excessive), but it's good to have those changes thoroughly outlined. Hopefully there will be something resembling a hardcore mode at some point for players like myself who prefer a more realistic experience.

I appreciate you saying that. As Oskar shared before we launched Operation Underground - improving the communication we have with you to a quality and cadence that you feel matches the love you have for the game is important to us.

I recognize that in relation to the content that is being communicated, it's fairly judged to a different standard, but I'm keen to ensure that you're receiving this type of insight and level of detail on as regular a basis as I can provide.

over 4 years ago - /u/tiggr - Direct link

Originally posted by ricardooo2

I would like to see all the weapons damage details first. Like I assume that slower rate of fire weapons will get a huge buff. Like 2 lesser bullets to kill at range. This will actually be a great update for balance.

Right now there is zero reason to use a slower rate of Fire weapon. As the fast rpm weapon kills with the same amount of bullets. Just master the recoil.

This is one of the rationales here indeed. It's not a blanket increase across all types and all ranges (that is indeed not a great thing).

Will it feel different, yes. It will. We will monitor closely if this is too heavy handed - that's why we have goals and safe guards to measure against. The tempo of the Pacific maps (mainly due to distances, free spawning vehicles, and space in general to react) really showed a tempo and flow of the game we like, and we hope all these changes taken together will increase the good parts of this. We're bound to get some things right, and others less initially, this is a process and we'll look at all kinds of things to streamline the experience and unlock more of that classic sandbox.

One example of a goal/safeguard:

Goal: we want better differential between Weapon classes in terms of range (and open up for bigger differences between low and high rof etc),

Safe guard: flanking needs to be possible still, going up against an oblivious squad that got positionally outplayed shouldn't mean guaranteed death if you get the drop on them (killing needs to be fast enough to support this) and have a close range weapon equipped (smgs essentially).

Given this and the complexity of the area we are prepared to iterate to get to the best possible place here for sure.

.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by BleedingUranium

That really depends. Most of the issue is this is an incredibly hand-holdy way to implement it.

Adding red minimap circles for enemy flares, just like friendly ones? That could work great. Adding glint to the spotting scope? Also a great idea. But the current planned implementation is atrocious.

 

And here's another question: What about the new passive auto-spotting, does that trip the notification? If it does, what happens if I'm flanking stealthily and look at an enemy who thinks he's somewhere safe? Is he going to just ESP know I'm around? Same thing if I'm alone and like half a dozen or more enemies show up? Do I have to somehow hide without looking at them?

But it's awful the other way too. What if it doesn't notify you? Does that mean someone who wouldn't have seen you, because they weren't paying attention (like the example clip, where he didn't check his corners whatsoever), now not only gets a glowy Shoot Here sign over my head, but I don't even get to know?

For the scenario you've described, unless you are visible to the player (infront of them and physically on their screen) the icon will not appear above your head. If you're flanking, and are obscured from the players view, this stuff doesn't activate.

It doesn't share behavior with spotting and doesn't apply to the minimap. It's just an icon immediately above your head when you are visible on the players screen.

over 4 years ago - /u/tiggr - Direct link

Originally posted by WingedRock

If the goal is to iterate then you should test the spotting change first, and on it's own. Not change the entire game in one big swoop.

Don't change the TTK until we have our own servers and an option to turn the change off.

That would actually be fair to the playerbase. This is just toxic. I mean are we even going to get more ammunition with this, or are just going to get further screwed under the attrition system that functionally punishes a player for not dying?

Great job though turning this sub from nearly all positive and meme content to mass outrage in just two hours though. That takes skill.

The thing is, all these things interconnect heavily. We do not want to change a single part without the others. An example: high rof smgs are now less potent at range, but mostly the same potency in room size and close range situations. Given the target aquisition icons now exists (much like in bf4 actually) you're going to have an easier time entering rooms full speed. Combine this with health bars shown for damaged enemies, and you're going to know whom to target first. Finally your recoil is lessened (in general) making headshots easier.

Taken together the combined outcome is quite different than just a single change here. Which is why we need to bundle these kinds of changes together to reach goals without going too far.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by junkerz88

Honestly the part you bring up about auto-spotting notifying you is an incredibly valid question. Hoping the devs can chime in and clarify that

Replied above, but to the second example that /u/bleedinguranium offered - the faded red square would provide a better indication that the player infront of them is an emeny and that they should be engaged. The player being engaged isn't notified that they are spotted because this isn't a spotting system. The example shown in the clip is designed to highlight the way the items can appear and behave. In a gameplay context, if you're that person entering the room, you already see that enemy and would already be engaging, irrespective of the icon. Similarly the other enemy is already covering that door and with footsteps, is already likely to have engaged you.

The ultimate change in player behaviour is helping to reduce the frustration players feel when they enter the kill cam because they didn't engage in the fight - the expectation for the scenario we're describing is still that they lose the fight, but that they've actually felt like they were in the engagement in the first place.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by IggyWon

One of the nice things about this game is that you guys did away with the majority of spotting icons. In one decision you folks made camo useful, enabled players to perform flanking maneuvers, and turned spotting into a useful class-specific skill.

Please don't screw that up.

Flanking gameplay is one of our safeguards. If any of the changes create the scenario where that gameplay is negatively impacted, it will prompt us to carefully review and re-address the changes.

Auto-Spotting is being unfairly applied to this here. The icons are only present if you are inside the players view, and do not display on the minimap. This system is not shared with spotting.

over 4 years ago - /u/tiggr - Direct link

Originally posted by assignment2

Please don't backtrack on this again like the last TTK change. This sub is an echo chamber filled with players of a certain play style. Take charge on your own game and own the decisions you make, instead of trying to pander to this community.

And for the love of god bring back 3D spotting and get rid of the flares. Playing blind ring around the rosie Conquest or all enemy positions visible on breakthrough is NOT fun.

Witt these changes the ring around the Rosie isn't really a problem anymore. Either there is flares, snipers or vehicles spotting, or a smoke concealing someone (dead giveway), or you're close enough on objectives to see the target icons. It's severly lessened at the very least

over 4 years ago - /u/tiggr - Direct link

Originally posted by junkerz88

Honestly the part you bring up about auto-spotting notifying you is an incredibly valid question. Hoping the devs can chime in and clarify that

It's kit spotting (only gadgets, vehicles and sniper combat role does that). So no notification on getting looked at at 15 m

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Briggly

Hello!

I have recently came back to playing BFV after the release of the Pacific. I quit playing around January due to a lot of the issues with CC, TTK, and just a lack of enjoyment for a series of games I love. I love the Pacific update and I cant stop playing the new maps. They are extremely immersive and exciting. I love the map designs and all of the authentic feel that I have longed for in BFV. With that being said I feel that the TTK and spotting updates with 5.2 should be reconsidered.

I am willing to give the TTK update a chance because I hope you guys learned from the last time and i trust that you have our best interests at heart. Although if they ruin the experience like they did previously I would hope you would have a plan in place to remedy that quickly.

As far as the spotting updates go I think that you should reconsider putting them in. I understand you are trying to make it easier for us to distinguish good guys from bad but I think that it adds to the experience. It adds the thrill of trying to pick my targets quickly and efficiently which makes it more immersive in my opinion. The game loses the best selling point of being the most immersive when I just have to walk around the bushes in Pacific Storm and point my gun around to find that person who has tactfully set up and should not be punished for doing so. I understand it may be frustrating the first time you get killed by the prone man hidden in the brush but who is to stop me from respawning and going to get him? It's not like he is moving far anyway. On the other side I dont want to know when I have been spotted. If I am set up somewhere and get a notification that I am spotted the first thing I am going to do is duck and hide. Players that get the drop on me should not be punished for doing so. It's up to them to make the first shot count and if they dont than its game on.

You guys are great at recieving feedback and I hope my comment helps speak to what Battlefield players love about the game and what we would like to see.

We absolutely are serious when (in the post) we discuss things like Safeguards. Everything that we've developed has been developed as a project with success and failure measures, and plans for what we do if we're at risk or going too strongly one way or the other.

The game shouldn't become overly easy or excessively difficult, and folks certainly shouldn't be having less fun with the experience. There are very specific safeguards attached to all of the changes that if we feel become at risk, it will trigger new courses of action for us to address.

It's great that you've volunteered to give it a go when it comes out, we know that this is where we'll receive the largest portion of feedback and we're grateful for that.

Thank you for voicing your feedback so well to me - I love the game every bit as much as you do (Jeff too! The man literally has it tattooed on his arm) so we're appreciative of the support people have for the game in general and respect the passion people bring to the table.

over 4 years ago - /u/tiggr - Direct link

Originally posted by assignment2

No it will be a problem. There is absolutely no way to communicate specific enemy infantry and vehicle positions to the rest of your team on conquest, which is ridiculous for a 32 player team game on large open maps.

You cannot help direct teammates to destroy a camping vehicle near the objective, you cannot decide which objectives to prioritize (i.e. enemies coming to an objective spotted by a teammate downstream, so you stay on the objective instead of abandoning), you cannot call for air support to take out a tank, etc...

Flares are a crude solution since they're all-or-nothing in terms of enemy visibility and are limited to only one class. Vehicle spotting encourages vehicle camping, and smoke means nothing since you cant distinguish whether the puff of smoke is friendly or foe.

I was referring to something you were not I see :). I meant finding them in objectives as they are hard to see. You meant across the map I realize, my bad. Not applicable.

over 4 years ago - /u/tiggr - Direct link

Originally posted by GlintSteel

Yep, im like wow they gonna make 2.0 ttk change came back. But tiggr is back to studio

Try the full setup in the patch and give me your opinion then.

over 4 years ago - /u/tiggr - Direct link

Originally posted by FuT-Fourzero

Will the tanks be getting more changes, such as more ammo or anything else like that? I assume the changes you've mentioned also apply to tank vs tank, but if that's the case, we have a problem here:

  • More mines = more shells wasted trying to clear them. When you hit a mine, it creates a crater / hole and it doesn't kill the mines next to it (happens very often). The mines get hidden in that crater and now you have to use 1-2 extra shells to clear them. More mines on the battlefield (even if weaker) would make this problem even worse.

  • Ricochets. The TTK is already incredibly high in this game for tank vs tank because of ricochets, bad angles, dust shots and god forbid someone actually repaired the tank you're hitting (at that point you'll just run out of ammo). What will happen with all of this? We'll run out of ammo even faster now. Can we get more complete notes, or at least a hint of what else is coming (if anything) for the tanks? With notes being this incomplete, it's really hard to tell what's what.

/u/PartWelsh

/u/Tiggr

Oh and please, fix the Hachi controls for turning left / right. It moves like a brick every time you spawn it. I sent the video to Jaqub (not that it needs one, the tank simply takes like 6 seconds before left / right starts responding somewhat)

There's more tank stuff, patch notes will include info.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by King_Kodo

Just wondering, on the main menu the company shown in the background always shows the US company now, not the most recently selected company like it used to. Is this standard now or did I change a setting or something and not realise?

I'll try to find an answer to this from the team next week. I'm not sure why it doesn't at least flip to include the Japanese forces as well. It's certainly not a setting that you have adjusted though, it will just have been a part of the refresh we did to the overall look of the game in 5.0

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by LostSoulfly

Excited for the TTK changes. Don't listen to reddit too much, they're the minority. Keep the TTK changes in and make them live, let people get a feel for them and iterate from there. I'm certain you can find a good balance.

I would ideally love to see some netcode improvements, though. The TTK changes wouldn't be necessary if we didn't die after reaching cover, in a single frame due to packet issues, or before we even see the enemy. There's absolutely no justification for network problems with a fiber connection and <50ms ping.

One of the main purposes of communicating openly, and early, is to help the teams understand where the active members of a community (be that Reddit, Discord, the Forums, Twitter, Facebook etc) feel about the design decisions that we've implemented for upcoming content. It's clear that here on Reddit, the changes aren't viewed favorably and Ill help to ensure that the team are aware of that.

Nice to hear all perspectives for sure, and that you're open to the changes is nice to hear. I'll want to hear how you feel when you've gotten hands on with it for sure.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by EPZO

My CC isn't tracking. I've played a bunch of rounds and I'm not gaining CC from them

There are instances where sometimes the system simply isn't showing it. If you're still not seeing the total update and change after playing more rounds, please make sure that you contact the team at EA Help so that they can start looking into that with you

https://help.ea.com/contact-us

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by RootyRooKangaroo

Hopefully you read this.

Thank you for actually improving tanks. Most of the time the changes dont really help them. This is a great change,

Consider it Read - thanks for sharing.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by the_party_parrot

Short range TTK definitely should not change, and if you are compensating the BTK with RoF and recoil to match that it's okay. The gunplay, besides some small small adjustments and balancing, is amazing in this game. It feels great and plays great, generally is a great time. I understand wanting to tweak longer range engagements for guns that should not be used for longer ranges but please don't make too much of a change to the gunplay. It is literally one of the best things about BFV.

There are changes to ROF and Recoil as well. These changes (including how much damage the weapons do at different distances) varies per gun, as does the ROF and Recoil. The gunplay is still intended to, and from our experience, still Battlefield. Completely appreciate that folks enjoy the experience they have today, the intention isn't to take that away.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by meowctaz339

Will we be able to use our unlocked guns in the practice range soon?

We haven't been focused on making changes to the Practice Range recently. We've kept focus on addressing issues, and generating new content for the Core of Battlefield's Multiplayer. It's still something that I'll ensure is fed back to the teams on in case we're in a position to have a team look at revisiting, but we're conscious that with Community Games on the horizon, players will have the ability to do a much better job with some of the tools available to them via that.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by VeldtRevengeance

I know we're all pretty upset about the TTK, I am too, but I refuse to pass judgement on this update until it's actually out.

What you explain in words doesn't always translate to how it actually feels in gameplay, and in this case I think we should all be open to trying this patch before rejecting it. We know Dice makes a lot of mistakes, but those mistakes are always a result of decisions they've made with intention of improving the game. To be fair, the majority of changes they've made thus far have been good changes. The game is vastly improved over it's state from launch, and I don't think we should ignore that. That's definitely not to say that it was okay that the game launched in the state that it did, because it's not, but they have made it a better game over time. Credit where credit is due.

In regards to these changes that will be appearing in 5.2 I can't say I'm optimistic, but again I'm adamant to remain neutral until we experience it first hand. It's important to note that they attempted to make similar changes to the TTK around this time last year. Almost everyone agreed that that patch in particular was especially regressive, and arguably has become one of the most significant bouts of backlash Dice has received for the game post launch. But it is easy to forget that within only a few days Dice took all of our criticisms to heart and fully reverted the TTK balancing to how it was previously. I really don't see any reason why they wouldn't revert the changes again for this patch, should we all dislike it.

I would also like to point out that not only has Dice consistently asked for and considered our feedback, they themselves mentioned how they will be monitoring our feedback closely in this very article itself, multiple times. They know this is bound to be a big change for players, and here they are letting us know what they're doing well before 5.2 actually drops. I think that deserves some acknowledgement.

I'm not saying that anyone should be okay with these changes, or that we shouldn't give our feedback preemptively, but I am saying we shouldn't conclude so soon that anything in this patch will be a permanent change.

We know how much the Community loves the gunplay in the game, and how fiercely TTK is protected amongst the community here on Reddit (as well as in other places). We love the gunplay in equal measures, and we aren't setting out to servery impact the experience people have with the game.

We'll always be looking for active feedback from folks when they've gone hands on with the changes, and same as with last year, and other things that we've implemented throughout each update, we will be proactive in helping players to understand what we'll do next to address the concern.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by millern0922

Hello is there any update about the chapter 4 cosmetics were missing? Also the weapons?

If you're referring to some of the weapons and cosmetics that were present in the EA Play trailer - some of that content was attached to the 5v5 experience which we made the decision not to progress with.

Separating it from that content isn't as straight forward as moving from A to B, but we are exploring how it can be repurposed and brought to Battlefield in the future. This is the approach we took with Provence and Lofoten Islands, and we'll let you know in the future when/if the content is set to enter the game.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by rainy-reflection

I support the work y'all are doing to improve the game. Excited to play the update and give it a chance.

Thanks - please make sure you let us know what you think when you jump in and play.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Briggly

Thank you for taking time for the reply! I appreciate the response and look forward to giving some feedback about 5.2 so we can work together on having a game we all enjoy!

Have a great weekend.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by ApyrCrosy

Since the Boom Broom is postponed .........

For the love of God , GIVE US BAR in Week 6

I'll know in a few weeks what the new ToW Schedule is, as we will have to replace the reward in the week where we originally offered the Lunge Mine.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by VeldtRevengeance

Thank you so much for the reply! It's quite reassuring to hear you repeat this sentiment, especially in regards to this discussion. I really appreciate you and the rest of the team regularly communicating with the player base, as I feel that other 'service' games don't achieve the same consistency. I look forward to Dice maintaining this level of discourse well into the future. :)

Happy to do so - enjoy your weekend!

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Natneichrban

I didn't see anything at all about the return of Frontlines... RIP BFV.

Frontlines will feature during this Chapter.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by ScoffSlaphead72

Happy about most of those fliegerfaust changes apart from increasing range. I think the current range is the only balanced thing about the weapon.

Also WHAT THE HELL IS THIS ABOUT TTK?! IT WAS GREAT AS IT WAS. The only weapon balancing I would want is bolt action rifles to do more damage at close range. Kind of miss being able to use them as infantry rifles.

The Fliegerfaust (does that have a better name in the Community yet?) will possibly see further tweaks if the complete set of changes (not all are listed here) are found to reveal any new bad behaviors. Our current experience with it is that it's in a better place from 5.2 and still serves a good purpose in the game.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by DakLives

/u/PartWelsh How long would it take to revert TTK or the Enemy Acquisition Icons if the gameplay is negatively impacted?

Without speaking to the teams, I couldn't say. I'll likely learn that next week. My gut feeling suggests that Damage Values are more easily tweaked than removing game logic and UI elements, but this is outside my expertise.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Sooxzay

Wow.. so much new stuff and so many improvements. And thats even the beginning.. I feel like BFV just released with the pacific. Had so much fun the last weeks. Keep it up and listen to our feedback <3

Good or bad, we always do. Glad you're having fun with the Pacific!

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by KOMRADE_DIMITRI

You said a while back that the team is taking a look at MMGs. Any word on that at all? Ideally better bipod reliability

Part of the Weapon Rebalancing and damage over range stuff plays into some of the changes that are listed here. MMG's (along with most other guns in the game) have been rebalanced for this upcoming update. That includes ROF, Recoil and in some cases, Specialisations.

Some MMG's are going to behave differently to how they presently do, some are going to be equally as lethal in close range, others are going to be better in different circumstances and not so hot in places where they might be in the Live Game today.

Bipod reliability is something we'll continue to look at as we know that there are instances where all guns that feature them can sometimes leave you feeling a bit frustrated that the bipod isn't popping, or your view isn't as in line with the thing it's bipodded on.

There's nothing I can volunteer today that might help to let you know when we could address any improvements but we're aware of the small inconsistencies. Any examples you have will always be welcome - please tag myself or /u/DRUNKKZ3 with any clips so that we can take a look at it.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by DigTw0Grav3s

Hi tiggr / Freeman. Tiggr - good to have you back.

Has there been any consideration towards spawning directly into transport vehicles? Last we spoke about it, the DICE team didn't care for the current system. It's difficult to find a transport vehicle when you need one right now. It makes the game feel very sloggy on larger maps.Can we expect this to be improved any time soon?

Also, more critically, any updates on the autobalancer?

Nothing I can share today on the autobalancer - it's not being ignored though.

Transport vehicles got a bit of love in the most recent updates. We helped to improve the Deploy Screen (Map View) to more reliably communicate where Transport Vehicles are, and we changed the way that they spawn and despawn to ensure that there's more access to them in general.

In terms of implementing spawn into systems, it would take more work but I'll happily accept the feedback and encourage it gets discussed.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Itano_Circus

Hello! Stopping by to see if I can't get a response from someone on the DICE team about the HaChi reinforcement tank's name. I presume that it was given that name to distinguish it from the Type 97 that players can spawn in with, but I have a Japanese friend who is also a pretty huge Japanese military buff and she was mildly pertubed to see it was named like that, given Japanese tank names during World War 2 had a very strict designation system (Chi-Ha means "Medium 3", for instance, so naming it HaChi is basically calling it "3 Medium".)

As for the rest of this, I have to say I'm not particularly excited about the close-range target highlighting and the TTK changes. Close-range target highlighting seems like it'll completely neuter stealth as something you can do, and I really don't want to see TTK 2.0 again (though if it turns out to be unpopular I figure you guys'll revert it). I do like the little glow that tells you if you've been spotted, and I very much appreciate getting points for destroying flares because I try to do that whenever I see them go up.

Cheers!

There are instances where we sometimes need to adjust the name because of legal or licensing concerns. I don't know if that applies here, but I'll be sure the pass that along all the same - thanks for sharing :)

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by LutzEgner

I pretty much love all the changes shown and can't wait to try them out. Seems like the gameplay will be more in line with older battlefield titles and less bullshit instant deaths.

The icons above player heads seem like an interesting idea to globally make visibility better without touching up all maps/shaders and lighting. Smart idea actually.

Ofcourse as usual people complain without even testing it, and especially the 'I want bf to be a milsim' crowd that is big on reddit complains.

Keep those updates coming!

Please be sure to let me know what you think after the changes go live.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by AmirPasha94

I really got excited for answers number 2 and 3! Thank you for clear communication and hard work as a CM.

Happy to help - have a good weekend!

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by sirdiealot53

Any ballpark how many guns will be majorly tweaked in terms of RoF, mag size, specs?

10%? 50%?

Hard to quantify. We've done a full review of all weapons, with the exception of Bolt Action Carbines, Sniper Rifles, and Anti-material Rifles (as they were balanced more recently).

Every weapon has received different levels of attention. Weapons that were performing outside of our intended design will have been more closely touched compared to those that were behaving within our design.

As I've volunteered, our Update Notes will release ahead of the update (usually within 18 hours of it going live) where we'll publish the full set.

If we feel that we'd benefit from showcasing some of the weapons next week in a better context, we'll potentially do some of that before the Update Notes land.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Billxgates

I mean, can we disable it and are you able to disable it quickly if the overall consensus is that it’s negatively affecting gameplay?

What I’m afraid of is a change like this that we then can’t get reverted until the next update.

Genuinely not sure on the timelines, but there's been no stage in the past few months when discussing any of the gameplay changes that were in development for BFV where it hasn't been expressed to me that we aren't willing to revisit any change that we ever make to the game. As I've said elsewhere, we play the game a lot in internal playtests (around 3 hours per day, every day, longer in many other cases) where we get hands on with this stuff and share our thoughts across the studio on the changes. The belief from myself and the team is that this is a change that won't negatively impact the experience you have playing the game. If that proves to be true and evident across every platform, and all aspects of the game, it will prompt us to discuss our next steps.

I will volunteer that it's easier for us to revert changes than it is for us to study issues, find fixes, test fixes and deliver patches through certification processes.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by the_party_parrot

Oh wow hey, thank you for responding. I know you can't say a ton but are the changes going to change the actual frames or time to kill much or will they only affect the longer range engagements while slightly modifying each gun's feel. Pretty much what I am asking is will changes in recoil and RoF that you guys have talked about keep the changes in BtK from changing the overall TTK? Like it might take one more bullet to kill but the rate of fire is slightly higher to compensate but that makes it really hard to kill at a ridiculous range?

It'll vary from gun to gun but if you take the STG as an example, yes it requires an extra bullet, but due to the other changes that are coming, I wouldn't expect to see a dramatic shift in the time it takes to kill a player within the usual engagement range.

At longer ranges, players will have more time to react to the engagement, but headshots and the like will still force a player into scenarios where they're engaging with very low health.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by jesseschalken

/u/PartWelsh will the new enemy acquisition icons allow a reduction or removal of the awful BF4 style soldier glow? It would be great to have accurate lighting like BF1 back.

A user side toggle for the Soldier lighting is being tested for a future update. Might make 5.2, however it is just for the local user based on their preference (we recognise folks who capture screenshots and cinematics may prefer to have it off)

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Itano_Circus

No problem! That's generally my assumption for some things with off-brand names (like, for instance, why you named the Magpul PDR the "PDW-R" in the modern-era Battlefields, I figure Magpul wouldn't like their name being used without permission), but I was politely asked by my buddy in the comment above to poke you all about it, and I try to keep to my word about things I say I'll do. :)

On the note of the changes, I do wonder how score for destroying flares will change the flare gun's place in the game as of current. I don't think a lot of the playerbase knows that destroying flares is even a thing they can do, and when 5.2 hits they'll get half a kill's score for doing it. If flare killing becomes widespread enough we might see a resurgence of the spotting scope, since you can only counter that by breaking line of sight.

And while I'm here, on the off chance you can do something about this, you guys mind giving me my ZK-383's Predator Nydar sight? I got the ZK to rank 10 before that sight option was added to the game, so I can't rank the gun up to unlock it because I can't rank it up further. I've already talked to EA Support twice about this, and the first time they said it would be unlocked for me during a check-up pass (it wasn't). The second time they told me it wasn't possible to do. I hate having to bug you guys about it but asking the people who can directly throw the switches is my last resort here. I'll DM you my PlayStation Network ID if you ask, I'd prefer not to link it in a public thread. As evidence, I have two screenshots from my PS4 that clearly show the issue.

If you can DM me your EA Help Case number (nothing else) I'll get it looked into

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by minibigcontrast

Here’s a question @PartWelsh, can we please change the vehicle spawn indictor in the spawn menu to let us know how many tanks/planes are in current use and how many are available on a map. You had a system like this in BF4. I enjoy vehicles, I don’t enjoy sitting at the spawn screen for 15 minutes waiting for a tank all to find out that they’re all being used or just camping. Maybe also a countdown timer to show when the next one will be available?

Also a way to customize the vehicles at anytime in game would be sweet!

The 3 points you raised are ones I see (and hear when I'm in game) commonly. It's something we know would be positively received if we could implement - I don't have any insight on where we are with it beyond it being something we would like to do, but know that it's something we have tracked.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Phil-12-12

If youre sticking to your guns on this DICE please release a hardcore mode which includes the current gameplay we have today.

I understand that this was floated last time around, I'll do my best to ask this week if a similar consideration has been made.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Feuforce

Hey /u/PartWelsh /u/Braddock512 I dont normally do this, but I need you guys to see this. I think I found a bug.

Spawn beacon specialization for new pacific planes does not give any points to the pilot for people that spawn on that beacon. You have to sacrafice quick repair for that specialization. Thought I will get some good points to help level up one plane and it turns out I screwed myself over. Could you forward it to the team? I only saw 1 post about this here. I really hope it's not intended.

Thanks - I'll forward this on

over 4 years ago - /u/DICE-RandomRecoil - Direct link

Originally posted by kht120

Right now there is zero reason to use a slower rate of Fire weapon. As the fast rpm weapon kills with the same amount of bullets. Just master the recoil.

This is patently incorrect. Slow rate of fire weapons gain TTK relevance over faster-firing ones very fast, as soon as ~20m in many cases. I've covered this several times, and even someone like /u/DICE-RandomRecoil can confirm.

I can confirm that.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by iNeedanewnickname

Thanks for explaining, shame you got downvoted, thats absolutely toxic. I am not sure if I like this but the good communication really is helpful I hope you guys know that.

Downvote behaviour has changed a lot on Reddit over the years. It's fine, it's folks expressing their feeling which is still useful to me when it comes to better placing the conversation in context with the team, but it is a shame that in some cases I've responded to the question with the information asked for and it's been downvoted to a stage where because of how Reddit is designed, the comment becomes obscured and it leads many to assume that I ignored the question or didn't answer.

I'm not precious about internet points so the Toxic nature of it doesn't personally affect me at all. Happy to keep communicating where I've got the answers to folks direct questions.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by CyrusDGreatx

Can someone help me out? Just re-downloaded the game after about 4 months and I can't slide anymore.

I'm sure I'm not going mad and it was double tap crouch awhile sliding right?

It's been moved to a new binding. Double check it in Options (unless you're on console and using 'Alternate' preset. In which case you can either switch back to standard or sit tight till the next update when we can fix it)