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

Hey folks,

Our big focus for Update 6.2 targets a revision of our existing weapon balancing, returning the base time to kill values of most weapons back to the experience found at the start of Chapter 5. At distance, we’ve improved the damage drop off to ensure that the pace remains satisfying, and modified our Recoil values to ensure that gun’s are both dangerous in combat, but harder to control.

Alongside these changes, we’re also pleased to finally bring Tank Customisation to the game. Customise your Tanks with new Paint Jobs, Turret and Chassis dressings. You’ll find new items available for purchase in Your Company, using Company Coin.

Below I’ve detailed all of the additional changes made to Battlefield V in this update, with changes being made to Solomon Islands and Wake Island, as well as improvements to Audio Prioritization.

See you on the Battlefield

Freeman

Battlefield Community Manager

Twitter: PartWelsh

‏‏‎ ‎

What’s New?

  • New Weapon Balancing ensuring a higher damage output, and improved damage dropoff
  • Tank Customisation

 ‏‏‎ ‎

Weapons and Gadgets

Update 6.2 returns the base damage at range values on most weapons, back to their previous standards used in 5.0. We will be maintaining a drop in ranged damage, but one that is smaller than has been used in both 5.2 and 5.2.2.  Additionally, ranged damage is now based on a weapon’s class rather than it’s rate of fire. Overall you’ll find that Weapons do more damage up close, and that the experience engaging a player at range is more satisfying. 

Assault Rifles and LMGs will hit harder at range than SMGs with the equivalent rate of fire.  Recoil and accuracy values have been adjusted to be consistent with the values used in 5.0. The only exception is the Type 2A, which has had a substantial increase in recoil to balance it within the the SMG class.

Bolt Action Rifles now have higher muzzle velocities across the board.  These weapons are Battlefield's longest range weapons, and are out performed by other weapons due to the bullet velocity. This adjustment will return Bolt Action Rifles to be the kings of long, and very long range combat.

We have also increased Type 11 muzzle velocity slightly for both the default, and High Velocity bullets. This should help differentiate the Type 11 more from the Bren and help to make its ranged performance stand out.

We’re also restoring the additional muzzle velocity adjustments for Sniper Rifles that did not make it into Update 6.0 released last month. ‏‏‎ ‎

For a more detailed look at the changes, including a breakdown of the new BTK and Recoil values, check out our Updated Community Broadcast here

General Changes

  • Tweaked the damage values of the Bazooka and Panzerfaust. The Bazooka now does slightly less damage, especially for poor angle hits, reflecting its role as a long range sniper weapon. The Panzerfaust now does slightly more damage, especially at poor angles, returning it to the solid all around reliable antitank weapon.
  • The Bazooka now one hit kills enemy airplanes.
  • The Lunge mine now deals the correct amount of damage and is more consistent.
  • The Lunge mine no longer causes an unexpected second explosion after it has been selected if the player had previously used it.
  • The Lunge Mine now properly destroys stationary weapons.
  • Improved the Panzerfaust third person reload animation while in a Dinghy boat.
  • When equipped with some upgrades the 2x scope on the M2 Carbine did not zoom in properly. This has now been fixed.
  • Flamethrowers can no longer be fired when the reload animation plays, if the player also uses a pouch at the same time.
  • Emblems no longer clip when applied to the M2 Carbine.
  • Anti-Tank grenade throwback functionality has been fixed.
  • Ensured that the ammo belt disappears correctly when using the drum mag on the MG34.
  • Reduced wind impact on smoke emitted by smoke grenades and other smoke screens.
  • Gadgets no longer float in the air when switched in the game world.
  • Fixed an issue with the bolt action animation for the BOYS AT Rifle.
  • Fixed a LOD issue with M1918A2 on it’s bipod leg.
  • Fixed an issue where certain smoke effects would not be properly blocking enemy spotted icons (smoke barrage for instance).
  • Fixed an issue with the KI-147 and V1 rocket sometimes not having any engine sound.
  • Fixed a bug that would sometimes allow the spotting scope to spot enemies behind walls.
  • Fixed an issue that would cause an unintended soldier scream to play throughout the explosion when using the Lunge Mine.
  • Fixed an issue that would cause reloads not to count if the player healed during the reload animation.
  • Fixed the spotting scope's glint not being aligned with the scope itself.
  • Corrected the ammo crate to have a pickup glint effect when being held in the player's hands.
  • Corrected the Bazooka's in world pickup model to be the bazooka, and not another rocket launcher.

 ‏‏‎ ‎

Vehicles

  • The Universal carrier can no longer be disabled, as it has no self repair functionality which used to make it a frustrating transport vehicle.
  • The towable stationary 40MM AA no longer explodes when hitched to the Churchill tanks.
  • The Sherman tank no longer gets the decals of the other team, should it get stolen by the enemy team.
  • The Corsair F4U-1C back wheel no longer clips into the tail rudder when it retracts after take-off.
  • The Dinghy boat seat UI now matches the physical location of the players in the boat when seated.
  • Improved syncing of tank turrets aiming position between zoomed and none zoomed mode, which could previously be inconsistent if players late joined a server.
  • The Archer's "rear" engine compartment has been upgraded with more armor. While still easy to critically hit like the rear, it will take less damage from a critical hit.
  • Increased drag on the HE shells for tanks to reduce long range tank sniping vs infantry. AT dedicated shells, which have less blast, are not affected by this change.
  • Increased the damage of AT mines slightly.
  • Increased the ammo count of shotgun type rounds for tanks, except for AA tanks.
  • Adjusted the Calliope Rockets to fire from a more central set of rocket tubes, in order to make more accurate shots. Decreased the time between the 4 round rocket barrage of the Calliope to make it more competitive with the Hachi's 6 round burst.
  • Improved the Kettenkrad handling to be a more fun vehicle to drive.
  • Airplanes 3P bombsight gets less accurate at higher altitudes, pilots need to align the rings to bomb accurately from higher altitude.
  • Fixed a bug that could cause visual bugs when players switched between seats in the LCVP.
  • Fixed a bug that would cause the LCVP to sometimes rotate and spin out of control at a very high speed.
  • Fixed the incorrect icon for the Sturmtiger with the smoke launcher.
  • Fixed an issue that would cause spotted enemies to not appear from an airplane.
  • Fixed a bug that would cause Transport vehicles on The Pacific to not drive backwards if the terrain was not flat.
  • Fixed a bug with the transport vehicles on The Pacific which would sometimes cause visual issues.
  • Fixed a bug with certain airplane propellers spinning slower than intended.
  • Fixed an issue with airplanes not taking damage when hit by shell projectiles.
  • Fixed a bug that could cause the gunner seat position to look broken after entering it.

 ‏‏‎ ‎

Soldier

  • The death flow has been refactored, making it more robust and easier for us to debug should there be other issues. This solves multiple issues related to players getting stuck in a bleeding out state after getting killed.
  • Improved Norman Kingleys downstate which could previously result in invisible torsos in first person view.
  • Japanese soldier audio no longer requests a V1 instead of the KI-147.
  • Fixed another bug that could cause ragdolls to “hang from their hips” With this fix, hopefully this bug should get even rarer than it already is.
  • Fixed an exploit that would increase the height of the players camera.
  • Fixed an issue affecting soldiers throwing a Kunai knife, which could result in the Katana sword floating in third person perspective.
  • Fixed a bug that could cause the soldier to continuously play the throw pouch animation.

 ‏‏‎ ‎

Maps and Modes

  • Solomon Island - Removed the supply station that was inside the mountain.
  • Solomon Island - Removed the invisible collision near the beach on Breakthrough.
  • Solomon Island - Fixed an issue located inside the crashed plane, that could cause players to get stuck.
  • Solomon Island - Fixed an exploit that would allow players to hide inside a mountain wall.
  • Solomon Island - Removed a duplicate static track that was placed on top of another truck.
  • Solomon Island - Fixed multiple issues that would allow players to reach unintended areas of the map.
  • Solomon Island - Once the AT cannons have been destroyed, they have to be rebuilt. Previously they would incorrectly respawn.
  • Solomon Island - Some water no longer squirts dirt effects when being fired upon.
  • Solomon Island - Rain effects no longer go through the crashed airplane and military barracks.
  • Solomon Island - Fixed a bug that would cause invisible fires to be spawned by destroyed US transport vehicles.
  • Solomon Island - Various smaller clipping and other graphical issues.
  • Solomon Island - Many improved spawns.
  • Solomon Island - Improved water transparency from some angles.
  • Solomon Island - Added missing rain particle effects.
  • Solomon Island - Conquest - Improved the capture area on C flag.
  • Iwo Jima - Various minor graphical improvements.
  • Pacific Storm - Decreased the intensity of the sun, when looking out of certain bunkers.
  • Wake Island - Breakthrough - Improved the locations of the AT turrets in Sector 2 to make them more useful.
  • Wake Island - Breakthrough - Moved the AA turret in Sector 4.
  • Wake Island - Fixed the debris to look better when players destroy the planes parked inside the hangar.
  • Wake Island - Improved placement of vehicle resupply stations.
  • Wake Island - Added a limit to the amount of active planes on the map at the same time, each team can now only have two active planes at the same time.
  • Wake Island - We ask everyone to be careful around the large fuel tanks.
  • Wake Island - Planes now get destroyed if they crash into the hangar.
  • Wake Island - Fixed the floating sandbags.
  • Aerodrome - Improved the smoke grenade effect in the hangar area, making it more difficult to see through it.
  • Devastation - Fixed a few spots where players could get stuck.
  • Fjell 652 - Squad Conquest - Moved around a few objects that could cause players to get stuck in the geometry.
  • Hamada - Craters on the runway no longer hinders planes from taking off as they are now only visual and not physical alterations of the terrain.
  • Hamada - The sandstorm has a smoother transition loop when it’s running at maximum effect.
  • Marita - Fixed an exploit that could be used by players for an unfair advantage. 
  • Narvik - Frontlines - Fixed a floating supply station and improved the combat area a bit.
  • Twisted Steel - Conquest - Removed the duplicate medical supply station and replaced it with an ammo station.
  • Breakthrough - Fixed breakthrough retreat icons in vehicles.
  • Outpost - Players that die near constructed towers could not be revived, this is now fixed.
  • Spectator mode - Fixed 3P director camera not automatically moving back to its original position after colliding with objects.
  • Spectator mode - Fixed a few cameras that were placed outside of the playable area by default.
  • War stories - Fix for the missing throwing knife animation.
  • War stories - Fix for the missing grenade throw animation.
  • Firestorm - Fixed the missing propellers on the drop planes.
  • Firestorm – Minimum player count for solo has been decreased from 8 to 2.

 ‏‏‎ ‎

Other

  • Implemented a new audio prioritization system in order to reduce occurrences of important sounds being culled due to performance limitations. This results in more controlled and stable behavior for sounds such as vehicles, footsteps and weapons.
  • Players can now join their friends that are playing on Community Servers through the social menu.
  • Added slightly more weight to most close range weapon firing sounds, excluding smgs and pistols. The difference is most prominent in stereo.
  • Added a new option in the audio menu to change the hit indicator sounds between current (default), original BFV release and off.
  • Added a potential fix for players ending up in the wrong region when matchmaking. Please let us know if the situation has improved with this update.
  • Added back the “Claim all” button in the armory that has vanished.
  • The ammo and seat UI no longer overlap when players are in Pacific vehicles passenger seats, and when playing in 4K resolution.
  • Improved the M2 Carbine icon to better represent the weapon visually.
  • If in an airplane, Spotted enemies that are not in line of sight of the player (behind a wall etc...) will now show with a different icon in the world (an outline instead of a full diamond).
  • Getting multiple headshot kills in a quick succession now stacks the headshot kill icons, instead of showing them one by one.
  • The progression of the Selbstlader 1906 has been fixed.
  • The game now automatically moves the selector to the previous vehicle that the player had selected in the vehicle deploy menu.
  • Map icons for supply stations are now shown if players can build/repair them. 
  • The zoom settings for the mini-map are now saved between lives.
  • Fixed a bug that would cause players to get stuck on the deploy screen that could trigger if they changed squads while still being alive.
  • Fixed typos in the Sai description.
  • Fixed the description of the MAB38 Mastery VI assignment.

 ‏‏‎ ‎

Stability and Performance

  • Fixed a crash that could occur when using the Russian language.
  • Fixed a crash that could occur if the player played the game for more than 5 hours in one go.

 ‏‏‎ ‎

PlayStation 4

  • Fixed a bug that was causing random black squares to show in the game world.

Update 6.2 - Available Thursday March 5th

Player feedback

As always, we value your input, and we want you to reach out to us with feedback. For general feedback, please use our Battlefield V section on the Battlefield forums or join us on the Battlefield V subreddit and Discord

Should you encounter any issues or bugs we recommend that you report them on our Battlefield V – Answers HQ forum.

You can also reach out to our Battlefield Community Managers on Twitter if you have any further topics that you would like us to write about in future blog posts.

You can reach them on Twitter @PartWelsh and @Braddock512.

EDIT: For a more detailed look at the changes, including a breakdown of the new BTK and Recoil values, check out our Updated Community Broadcast here

External link →
about 4 years ago - /u/Braddock512 - Direct link

Originally posted by Qwikskoupa69

No gun damage charts?

Working on them. The doc has like 8 pages. I'm condensing it down to the 4 pages (5.0 - 5.2 - 5.2.2 - 6.2) and ensure there are no leaks. Gimme a bit of time. Once I finish it, the weapon's lead will verify and then we'll move forward.

I'll most likely add it to the Community Broadcast and as a link here (as I can't edit PartWelsh's posts).

EDIT:
Updated the Community Broadcast here, for reference: https://www.reddit.com/r/BattlefieldV/comments/fagyze/community_broadcast_weapon_adjustments_in_62/ 1

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

Originally posted by Qwikskoupa69

Oooh, thought we would be left in the dark. Thanks

EDIT: For a more detailed look at the changes, including a breakdown of the new BTK and Recoil values, check out our Updated Community Broadcast here

Never the intent. Our Update notes here need to mirror the same as what shows in the game menus, and the website and the detailed changes for every weapon overwhelms the rest of the notes and makes it unreadable.

As Jeff says above, we're looking to share this stuff with you and always work to be as transparent as we can.

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

Originally posted by tcarton93

Any chance you could share specific weapon values? Recoil, damage curve, BTK, muzzle velocity etc.

As much as we appreciate your work, there's not much added on from what we already knew.

Jeff's on the job - We'll have them to you soon.

EDIT: For a more detailed look at the changes, including a breakdown of the new BTK and Recoil values, check out our Updated Community Broadcast here

about 4 years ago - /u/Braddock512 - Direct link

Originally posted by DLVittorio

How come no one thought they needed to be included in the patchnotes?

I'll most likely add it to the Community Broadcast and as a link here (as I can't edit PartWelsh's posts).

You don't communicate between each other that you can't send them over to him to include in this post?

It's after hours in Stockholm. Yes, we do communicate with each other, daily.

about 4 years ago - /u/DRUNKKZ3 - Direct link

Originally posted by Dante2005

I don't see mention of any spotting changes, is this correct that there are none?

Hi, u/braddock512 and u/partwelsh just wondering if you could clarify please.

Thanks.

There has been quite a few changes with 5.2.2 and 6.0 that aimed to revert most of the changes made to spotting back to 5.0. What are the changes that you are expecting?

That being said, we are looking at some more changes and bug fixing for future updates (plane flares, adjustments to "you're spotted" widget, bug fixing of the widget...) but nothing for 6.2 apart from the adjustments to spotted players seen from planes and consistency of smokes blocking spotted player icons.

about 4 years ago - /u/Braddock512 - Direct link

Originally posted by fixbf5bugsplz

community broadcast? when?

We had the Weapon Adjustments in 6.2 and the Tank Body Customization Community Broadcasts last week. They're linked in the Addendums section of the OP.

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

Originally posted by 6StringAddict

u/PartWelsh could you share the size of the patch on pc please?

I'll be able to update the post with Approximate sizes for the update on PC and Xbox tomorrow. PS4 size will be an absolute approximation based on the size of the Xbox update as we can't confirm this until the day of the Update when we see it go live ourselves.

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

Originally posted by ShimakazeChan

When Will The "HaChi" (Chi-Ha GS) Be Considered As A Typo / Bug?

Some of the names used in game aren't reflective of the vehicle/weapon that exists in real life. That's by design.

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

Originally posted by andersonrenato2

" The game now automatically moves the selector to the previous vehicle that the player had selected in the vehicle deploy menu. "

English is not my primary language, what exactly does that mean?

If you had been driving around in a Staghound, and then died, returned to the spawn screen and reslected the Vehicle Deploy Spawn, the system will now remember your last used vehicle. The current behaviour in game today is that it goes back to the first on the list, so if you clicked it fast, you'd end up in a vehicle you didn't intend to choose.

We've worked to change this based on the feedback of regular vehicle players - sorry it took a while!

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

Originally posted by AboDHiEM

I halfheartedly appreciate the extremely belated switch of the TTK (even if it was done because of a lower KPI after the patch and not as a response for what players have been asking for more than a quarter of a year)

However, we still want to know if the snap aim assist is still implemented or not. From what I gathered, most responses on Reddit, YT, and Twitter, are asking for its removal. But, then again, we all know that DICE does not implemented what their players ask for, even if it was the reasonable, better for the game choice. We can only hope for such a change.

Edit: grammer.

Snap Aim remains unchanged for this update, and the discussions I've had with the team responsible for implementing it are presently happy with it's behaviour and usage. I will continue to share the feedback with them but I don't anticipate this will change.

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

Originally posted by BGafterwards

Don't forget your ™

Thanks! Never leave home without it!™

about 4 years ago - /u/Braddock512 - Direct link

Originally posted by DefinedDisaster

Are we expecting these within a few hours or more like tomorrow?

I just sent them to the Weapons Lead. If he says it looks good, I'll be sharing them shortly.

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

Originally posted by Hungrymonkey1986

Is snap aim still going to stay on consoles u/PartWelsh

It is, yes. The feedback surrounding it is still being discussed with the team but they're content with the behaviours since it was implemented.

(Sharing this to ensure you're clear on where we stand here. I recognise it's not the popular answer, but I'd rather you had an answer than none)

about 4 years ago - /u/DRUNKKZ3 - Direct link

Originally posted by Lilzycho

Something about the plane flares visibility at high altitude is fishy, isn't it? We aren't all just insane and paranoid. Not such a big deal on EU maps because the Fighter builds that have them aren't that popular. But if pilots abuse this on Pacific breakthrough maps it's extremely annoying.

Yes that is being looked into

about 4 years ago - /u/Braddock512 - Direct link

Originally posted by fixbf5bugsplz

oh, okay. thank you for the response.

No worries!

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

Originally posted by SuperSimpleSam

Twisted Steel - Conquest - Removed the duplicate medical supply station and replaced it with an ammo station.

So I wasn't crazy. I build it at C and it was med when I was sure it used to be ammo.

The bizarre thing about this one is that we're not manually making the change in the first place. I think 5.0 somehow did the same thing on Aerodrome and thanks to folks bringing it to our attention, we switched it back a patch later.

We've been able to do the same here for Twisted Steel and we've done a sanity check on the maps to make sure it doesn't happen again but let us know if we missed one!

We have a gremlin somewhere...

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

Originally posted by AWU_Hades

I have a specific question about reinforcemnt tanks. It happens very often that you're spawning as a pilot into the tank and often into the wrong tank. On Panzerstorm for example you'll get most of the time a Sturmtiger instead of a Crocodile as a British soldier and on the Pacific maps you get the Calliope as Japanese. This isn't right and needs to be fixed.

EDIT: Here is proof something is broken

https://gamerdvr.com/gamer/awu-hades/screenshot/14820348

It's been noted and I'll triple check tomorrow in case it's an undocumented change for this update that's fixed the problem, or still being investigated. Will update this when I can.

about 4 years ago - /u/Braddock512 - Direct link

Originally posted by ROLL_TID3R

Will this include rate of fire?

Yes, we'll be including details on recoil, accuracy, and any ROF changes.

about 4 years ago - /u/Braddock512 - Direct link

Originally posted by Braddock512

Working on them. The doc has like 8 pages. I'm condensing it down to the 4 pages (5.0 - 5.2 - 5.2.2 - 6.2) and ensure there are no leaks. Gimme a bit of time. Once I finish it, the weapon's lead will verify and then we'll move forward.

I'll most likely add it to the Community Broadcast and as a link here (as I can't edit PartWelsh's posts).

EDIT:
Updated the Community Broadcast here, for reference: https://www.reddit.com/r/BattlefieldV/comments/fagyze/community_broadcast_weapon_adjustments_in_62/ 1

about 4 years ago - /u/Braddock512 - Direct link

Originally posted by KillerCh33z

Im smashing the F5 button until this is posted.

about 4 years ago - /u/Braddock512 - Direct link

Originally posted by disgamer24

Could we get it tomorrow?

It was posted much earlier today. Check the Weapon Adjustments in 6.2 Community Broadcast here: https://www.reddit.com/r/BattlefieldV/comments/fagyze/community_broadcast_weapon_adjustments_in_62/

Rather than create a new post, I updated the Broadcast and PartWelsh linked it in the Update notes above.