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

Hey folks,

We’re always grateful that when we talk and deliver changes to our games, you respond. We believe that the changes that we’re making benefit the gameplay experience in Battlefield V, and we have no issues acknowledging the areas where we fail to meet our goals. There were two big topics of conversation over the past week (TTK and 3D Spotting), and we’ve spent this week processing that feedback and developing the changes we intend to make in response.

We think of you as our most passionate and loyal players. The experiences you’ve had with Battlefield games across our History at DICE have happened together, in concert. Today we’re talking about how we’re continuing to refine, and improve the experience you have with the game based on the feedback that you’re offering, and the behaviours that we’re seeing.

There are standards of quality that have not been met with parts of this update. To the folks who have spent the week sharing constructive feedback, we’re grateful. Keep being engaged, and continue to share your thoughts with us once you’ve gotten hands on with these changes.

This is the TL;DR of what we’re changing in an upcoming Hotfix:

  • With thanks to the feedback shared with us, BTK values on guns which have been too heavily impacted by the changes will change - both up close, and at range. You’ve told us you don’t like the way some of the guns behave since Update 5.2, and we’re keen to acknowledge the weapons that we got wrong.
  • We’re removing the Enemy Acquisition Icon’s which appeared when you were in close proximity to enemy players - we believe that it’s best for us to remove this system, and move on without it.
  • We’re making changes to the Enemy Acquisition Systems that activate when you’re aiming directly at a soldier - we’re lowering the activation range to 20M, improving how it behaves when enemies aren’t truly visible and narrowing the angle that determines when the icon appears. That’s in direct response to the feedback that you’ve shared with us on this system, and to offset the removal of ‘Passive Spotting’ - Thank you for the feedback here.
  • We’re testing improvements to Smoke Grenades to ensure these systems are blocked more responsibly in instances where they should have been.
  • We’re deploying a Hotfix as soon as we can to deliver on the above changes, alongside some other fixes related to general performance listed later on in this post.
  • Issues with End of Round, and Unlocks not unlocking are high priorities requiring updates to our backend servers. I’ll keep you updated on our progress with this but I want to assure you that your progression is correctly tracking in spite of the End of Round issues, and we are actively working on new scripts that will realign the systems.

What we’ve heard direct from you

  • These changes have reduced the amount of fun that you’re having with the game
  • The new weapon balancing has changed the way that you look at the weapons that you want to use, and pushed you towards weapons that you don’t want to use.
  • Some of the guns massively underperform compared to 5.0 and below our own performance expectations
  • Automatic Weapons are preferred at longer ranges
  • There are too many hitmarkers and you’re worried that the Zerg meta will return from Battlefield 1

What we’ve seen in terms of how the Update behaves

We set out with the intent of clarifying the roles of different guns and how they each perform at Range, without impacting the overall TTK, and with the intent to preserve the lethal nature of Battlefield V’s gunplay.

When we’ve spoken about this previously, we haven’t been clear enough with you that these changes are directly focused around what we know to be the common engagement ranges in the game. We have failed to be clearer in expressing that these changes are intended to raise the TTK when you’re engaging at much longer ranges, so that you’re more regularly changing your loadouts to suit the map and the distances you intend to pick fights at in what we know to be the common engagement ranges. Our goal for this Hotfix is to ensure that the TTK experience at short ranges is closer to how the game has behaved at the start of Chapter 5.

We have succeeded in achieving our goals in some places. We are happy to see that globally, Kills Per Minute (KPM) are up across the board, telling us that we have not reduced the pacing of the game, and we are seeing more kills at shorter ranges. We’ve kept the game as lethal as it always has been.

In some areas we missed the mark, and we thank you for the constructive feedback helping to highlight where things don’t feel right. We aim to address some of those items immediately. We’re all for making changes here, especially when it’s clear that our own goals and safeguards weren’t being achieved.

The FG42, SL1907, and MG42, and fast firing SMGs specifically have been rightfully called out as a TTK nerf. This was not the intent. These guns will see the most significant adjustments so that they return to levels much closer to how they operated before Update 5.2.

We’ve also adjusted weapons that specifically performed outside of their expected weapon class, or had other factors like magazine size that limited their intended performance level. The FG-42 is a good example of such a weapon, with a 20 round magazine, and a damage and range curve too similar to an SMG, it simply didn’t feel like an LMG anymore.

We were also unhappy with how the maximum damage drop off proved to be in the live environment, and have adjusted our global damage model so that no gun ever does less than 10 damage at range. We can see from range statistics that we are able to accomplish our goal of adjusting the effective combat range with the drop off distance, but the reduced damage was simply too punishing, so that’s a change we’re making in this upcoming Hotfix.

Weapon changes

ZK-383, EMP, MP40, STEN:

  • Improved damage model from 4-11 to 4-10 BTK

Light Bolt ZK-383, MP28, M1928A1, Suomi:

  • Improved damage model from 5-13 to 4-10 BTK with faster damage dropoff then the MP40 damage model
  • Increased Vertical Recoil by 25%, and Horizontal Recoil by 60%
    Note: Due to an error with our Damage Tables, the M1928A1 will do 9.6 damage at maximum range making it a maximum 11 BTK, but this will be corrected in our next update.

Type 100:

  • Improved damage model from 5-12 to 5-10 BTK

StG 44:

  • Improved damage model from 5-8 to 4-8 BTK

Sturmgewehr 1-5:

  • Improved damage model from 6-9 to 5-9 BTK
  • Reduced Vertical Recoil by 25%, and Horizontal Recoil by 20%

M1907 SF:

  • Improved damage model from 5-13 to 4-10 BTK with reductions made to the damage dropoff.

Breda M1935 PG:

  • Improved damage model from 5-6 to 4-6 BTK

KE7, Type 97, Bren Gun, Lewis Gun:

  • Improved damage model from 5-8 to 4-8 BTK

LS/26:

  • Improved damage model from 4-11 to 4-9 BTK

FG-42:

  • Improved damage model from 5-13 to 4-9 BTK with slightly faster dropoff than the LS/26

VGO, MG 42:

  • Improved damage model from 5-13 to 4-10 BTK with reductions made to the damage dropoff.
  • Reduced Vertical Recoil by 25% and Horizontal Recoil by 20%
  • Fixed an issue where the MG42 dealt too much damage when using High Velocity Bullets

Turner SMLE, MAS 44:

  • Improved damage model to 3 BTK within 30 meters as these weapons had an incorrectly low maximum damage

Ag m/42:

  • Increased rate of fire from 300 to 360 rpm
  • This should better balance the Ag m/42 against the MAS44 and Turner SMLE
    The full list of weapon changes is visible here (changes from the current version are highlighted in Green for ease of access).

Additional Changes to Enemy Acquisition

Below you’ll find a list of other changes we’re making in our Hotfix that change how these systems behave:

  • Completely removing the 5.2 enemy acquisition icons when not looking directly at an enemy player but who are inside your field of view
  • The range at which you can see an enemy icon if directly aiming at the player is now 20m, down from 25m.
  • The angle at which we consider that you are looking directly at an enemy player is now 3°, down from 6°
  • Making soldier icon occlusion a bit more strict to reduce the scenarios where an enemy icon could be visible, without the player being really visible on your screen
  • Fixing some issues with smoke grenades not blocking enemy icons consistently.
  • Reducing the impact of wind on smoke grenades to ensure that the blocking of the icons is more consistent with the shape of the smoke grenade effect.
  • Fixed issues with squad member names not being properly displayed above their head in close range or when in a vehicle.

When we are making these changes

  • We’re working to get these changes to you as fast as possible. I will have more details on rollout for the Hotfix closer to the time.

Hotfix Update Notes

General

  • Fixed an issue that would cause the MG42 High Velocity Bullet Specialization to not have the new damage model

Performance

  • Fixed an issue that was causing stuttering issues during a scenario that involved getting kills with the LVCP vehicle

Stability

  • Multiple crash fixes that we hope will improve overall game stability

We’re also identifying potential fixes for a Backend Server update that target making improvements to ‘Could not fetch your report’ and players not receiving their Unlocks when they reach the required levels. I’ll have details on that once we’ve confirmed our next steps.

What happens next?

After we’ve delivered this Hotfix, I’ll follow up with you all and share more details about where we currently are with any further changes, and talk some more with you about when we expect to make them.

Core Gameplay Designer /u/DRUNKKZ3 (Florian), Producer /u/tiggr (Daivd Sirland) and myself will be active in the comments answering your questions about this update.

Freeman // u/PartWelsh

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

Originally posted by Tyler1997117

Will the BAR get a adjusted too?

Yes - I'll update that spreadsheet shortly to note those numbers. Headlines are that when specced appropriately it will do 4 BTK within 10M extending to 5 at 15M and a maxmium of 9 at Range.

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

Originally posted by The_Bearded_Wiz

OK it's a start I guess, was eagerly anticipating this update. What about all the red dots running about on the minimap??

If you can point me at an example (video preferably) I'll do what I can to find an answer for that.

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

Originally posted by vectorvitale

These changes are really good, but I don't think adding horizontal recoil is the way to go. It's annoying and impossible to compensate for.

I'd also like to see a return to form for the SLRs, as the fully automatic rifles are just too dominant at medium to long range. Why are we nerfing the 1-5 and not the STG?

The SLR ROF could be higher. Instead of removing ROF and f**king with my muscle memory, add some recoil I can learn from.

Everything else sounds f**king superb. I'm glad to see the guns that got hit the hardest getting love, and I'm glad to see the 3D Spotting Bullshit being toned down.

Keep tweaking. The new TTK isn't overwhelmingly awful, but it needs work.

We'll continue performing balancing. We've made changes here based on the initial round of data and feedback available to us. I'll keep sharing the thinking on future changes as we get to it.

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

Originally posted by breachman88

Is the team working on a TEAM BALANCE please answer YES or NO thank you.

The instant I can provide you with clear information on this, I shall. We're all keen to bring improvements to the game in this area.

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

Originally posted by wastelander75

All this looks promising.

Just a small other point, is it possible to get an option to see your squadmates names in the UI again?

Its really hard to call out enemies pushing my friends now is they're the same class.

Yes, thats a bug that we're trying to address for this Hotfix.

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

Originally posted by IconicMapsDicePlease

Good first steps to a better experience, let's hope this changes will come as soon as possible.

My hope is next week, but I'm waiting for that to get locked in before I can confirm it.

I can only say that it won't come on Friday or this weekend so far.

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

Originally posted by Vicible

Is there any news regarding: black flickering squares in trees on pacific maps, half second freezes/stutter on PS4?

Also having played during 5.2,the biggest issue to me is that while you kill slower, you still die just as fast or even instantly from low damage weapons, without getting headshotted which is frustrating.

The stutter may be related to the LVCP - we're working on a fix for that so we'll need to revisit this topic after the Hotfix to ask if there's anything underlying causing that.

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

Originally posted by NOTMYTTK_SPOTTING

So when this will come to the game?

As soon as we can make it happen. Exact dates to follow once the team receive all the green lights.

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

Originally posted by Lur7z6

As someone who didn't totally hate the new TTK changes, this seems like a big step in the right direction. This kind of feedback is exactly what I want to keep seeing, thank you for the openness guys.

One issue I haven't seen addressed, when building fortifications now the first animation seems unnaturally sped up and janky, is that intentional? I've observed it both as support and other classes.

We did do a speed increase on the Fortification building for 5.0. I'll ask the team if this is causing an unexpected issue. Thanks otherwise for the comment.

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

Originally posted by cheesetowncp

These are good changes imo!

It may be that it goes on to highlight a new weapon that performs outside of expectation, but we're happy that this improves things for sure.

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

Originally posted by mattfoleyvidya

Could go further honestly, but this is a good start. I'll be trying out the most impacted weapons whenever the hotfix goes live and I'll be leaving another comment discussing how it feels.

EDIT: As a side note, is the team willing to increase effective weapon ranges? Making dropoff take a bit longer and be more gradual would solve a lot of issues people have with the new damage model.

EDIT 2: I see you adding the Type 97 to the document, Freeman ;)

I'd be grateful for that, thank you!

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

Originally posted by wastelander75

All this looks promising.

Just a small other point, is it possible to get an option to see your squadmates names in the UI again?

Its really hard to call out enemies pushing my friends now is they're the same class.

It will be re-enabled up to 20m with this update, outside of that you will have to look at your squadmate to show his name exactly like in 5.0. We could revisit this further again if needed.

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

Originally posted by MartianGeneral

In 5.0, the 'ticks' needed to build things was reduced (for example support could previously build sandbags in 4 ticks but now it takes 1). However, with 5.2, the initial animation seems to have been sped up which feels extremely unnatural and sticks out like a sore thumb especially when every other animation feels so believable.

Thanks, I'll dig into this one with the gang.

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

Originally posted by BoboTheBurner

That's awesome you're getting rid of the passive spotting. The 20m aim spotting still feels unnecessary though.

This is a part we will very likely keep in some form. Note that this feature has been live way before 5.0's release and the angle was actually quite wide. Further tweaking is of course still on the table.

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

Originally posted by kH4us

Do enemy acquisition icon’s activate when player is hidden in the bushes or by any vegetation?

If you can see the player and are aiming at him directly within 20m it would. If you cannot see him then it should not.

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

Originally posted by SpicyDadJokes

Hey u/PartWelsh im glad that you promised a report thursday. But what is the main reason of the new TTK changes in the first place? Im sure there is a purpose for this. We as a community would like clarification in this matter, in the end its your game you can do whatever.

It's the same as what we chatted about in previous posts, and on the livestream a few weeks back. We don't like the current balance of weapons in the game and we feel that the damage that all weapons do at longer ranges creates less variety in the selection of weapons. Guns that are designed to be good up close, were just as good at range - there was little reason to go for an SLR over an AR. We didn't set out to change the TTK in the usual engagement ranges - we inadvertantly did and so we're addressing that with this hotfix.

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

Originally posted by breachman88

Thank you for the answer this all we ever wanted. But a team balance should of been in the game from the start. 80% of games are very unbalanced and causes spawn traps which isn't fun. But I'm greatful for you're answer and look forward to upcoming changes.

I don't disagree with you :) More info when I can share it!

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

Originally posted by Qwikskoupa69

Anti Cheat?

Anti-Cheat receives attention and improvements each week. We simply don't discuss it, and I know that you want more transparency on it. If our approach and policies ever change, you'll hear it from me.

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

Originally posted by Nemesismaker

What about the BAR and other new weapons, BAR atm is trash

BAR is being adjusted - check my other posts/the spreadsheet for the changes.

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

Originally posted by SometimeNextWeek

Gotta be talking about the enemies on the minimal when flares are up. Showing where exactly the player is and which direction they are heading.

What would be your feedback/suggestion on this?

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

Originally posted by GerhardKoepke

Please remove snap-on auto rotation on consoles again.

And please explain, why it is back in the first place.

It's not going to be removed unless it's proven to be broken or we see new behaviors with the game that we're unhappy with. In either of those circumstances, it goes (same as we're doing with 3D Spotting in the next Hotfix).

What's important for me is to ensure that we rectify the mistakes with the menu options for it and see how we can continue to put more control over the feature into the hands of players who want to change it.

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

Originally posted by UniQue1992

So much resources and time are put into this TTK change and auto-spotting when all these resources should be spend on team balancing, proper anti-cheat, a proper armory, authentic British customization, new weapons, new factions, more QoL changes.

It just feels like so many resources are being wasted once again for no reason, (hint 5v5 more than 1 year dev time wasted) all these changes shouldn't have been a thing in the first place. Now DICE is trying to improve these changes but that takes time and we don't even know if it will end up being better than 5.0.

Why not revert all the changes back to 5.0 and focus on the important stuff here? I just don't get it DICE.

We have folks dedicated to disciplines on the game. I hear completely what you're saying in that you want to see other improvements made but it's important to understand that our Core Gameplay team that work on content and features like Weapon Balancing, aren't the same as the folks who can code new UI or work up new designs for other experiences and features in the game.

Again, I don't want to take away from your frustrations and I hope that you can see that we are constantly introducing updates and improvements that benefit the whole game. A lot of great updates have been made since we got back on track with 4.4, 4.6, 5.0 and now 5.2 (where the good stuff has been buried by the TTK conversation). Please understand that there's not a misappropriation of resource here, folks are doing their jobs and we're all working to improve the game and deliver good quality, free updates.

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

Originally posted by cmasotti

These numbers look really good. I am really glad to see the team take the feedback very seriously and work to get back to the gunplay we all learned to love over the past year (with a touch of the alterations you guys wanted with 5.2). This is definitely the way forward.

Thanks for saying so!

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

Originally posted by MarkHuigen

This looks promising, it's still not the old settings we all have grown to love untill 5.2 but any step in that direction is a good idea in my eyes!

I hope that the little range we get back will help balance out Breakthrough. We need to at least be able to get a little bit of leeway. You can't play Breakthrough at a certain range when playing with randoms. You need to be able to survive a little bit of everything, close, medium and longer distance. I can't storm a beach with an smg if there's 20 snipers in the dunes, and I can't take the point with a sniper rifle when it's filled with Type-100 try-hards.

Thank you for the info! I would have loved a revert of the weapon balance but at least I've got something to look forward to now. A little step back into the right direction.

And we'll keep making more adjustments and steps too. The current cap we've set for BTK is 10, but we're open to lowering that further, we just need more time and data from all players/all platforms to see how much lower we can bring that without stepping backwards and going back to a Battlefield where the Sandbox had less toys to play with.

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

Originally posted by tcarton93

Thank you u/PartWelsh . As much shit as you get you're only the messenger. I think these are steps in the right direction (unnecessary steps to be taken given that it was never wanted).

I still think 10 BTK is far too high. 8 bullets max seems like the sweet spot. That won't seem as drastic whilst DICE can still keep their vision of different guns for different ranges.

Have the damage drop off ranges remained the same? Or have they been slightly extended?

Edit: I just read the excel sheet. Thanks

I don't take it purely as sh*t either - I can always see where the passion is coming from and how it's driving the reaction from folks. When it comes to instances like Monday morning where I got together with the Senior Team, the first questions asked was 'What's at the heart of what players have said this weekend?' and everyone gets represented no matter how creatively rude they may be :)

The only thing that makes me truely sad is that it takes a bad patch with the game to get the memes up to the incredible standard that they have been this last week 😅

Damage drop offs have been lessened - check the spreadsheet linked in the post for the comparisons.

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

Originally posted by hantu548

As a new player, the top-priority issue for me is the broken unlocks. I see the comment stating that further details will be given once next steps are confirmed. Can you clarify the time frame for this? We've already gone an entire week now without the ability to progress

Timeframe is tough to lock down always - here's what I can say.

As far as we can tell, all progress is being correctly recorded and no one is in a position where they're going to have ended up missing out on anything. The issue lies in the interactions that are happening with our backend systems and we usually have scripts that regularly run to find errors and correct them (to give us a backup for the rare cases where the initial system responsible for correctly unlocking content fails). In this instance, neither of those systems are working the way we want them too - but because this all happens on the backend we can work faster on implementing a fix as it won't require us to submit patches in through all platforms.

So no new info I can give you relative to timelines, but the instant the gang get me a solid confirmation on a fix I'll have it out to everyone on the usual channels.

My hope is that we can get it live parallel with the Hotfix, but if we find opportunity to do it sooner, we shall.

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

Originally posted by Rowadd

Thanks for the update and transparency.

Thanks for the patience whilst I got all the details locked!

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

Originally posted by FloridaIsHell

So you still aren't listening to the core community and just trying to split the diff? Also, can we see the data you are working off of to get these changes? And how has player participation been since 5.2

Player participation hasn't changed in any negative way. We saw the same number of folks playing since the Update went live, with many choosing to play for longer.

If you detail what stats you're hoping to see, I'll ask around and see which of them the gang have available and are willing to share (but I appreciate that without the full context of knowing the scale of our entire playerbase, the numbers will lack context and may not add value to the conversation).

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

Originally posted by Rowadd

Upvote for the meow.

My cat likes to Mew. I'd say she's a disappointment in that regard but I love her too much to mean that.

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

Originally posted by _Tox-

this... doesnt sound too bad..
but will the feeling of lethality be there?
will pistols still outperform most primaries?
how much of a difference will we see in damage drop off? According to the doc linked: apart from the obvious weak weapons most guns arent seeming to see a difference in BTK past 40m, where the game feels most spongy and frustrating.

Pistols outperform on paper, and only if you measure them by one single stat. In game we don't see anything to suggest that Pistols are a better option than your primary. We're happy that they provide a good backup and that you're not just locked into using the Mk VI Revolver since we updated the pistol values earlier in the year.

The design of the current balance continues to focus on reducing the damage done at longer ranges, especially on guns which we feel should perform stronger up close. Now that we've addressed the initially highlighted issues with the close range TTK, we can pay a lot more attention on the performance of weapons at range, and ask ourselves which weapons we feel need further adjustments. This isn't the final round of changes and I'll keep everyone updated on where we focus next.

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

Originally posted by Razzor1590

Ok first thoughts:

Spotting changes: Very good, i can live with that. Need to play it though to give final judgement. Maybe the angle is still to wide, have to test that. Also very good that you're adressing flare spotting through smokes, THANK YOU.

TTK: I honestly would prefer to just revert to the 5.0 model and for you to go back and start balancing some of the outliers of that model. These hotfixes seem fine and are in the right direction, but the 5.0 is just plain and simply better. Why fix something that isnt broken and now needs these hotfixes and more adjustment, because these are not enough (They are a first step tho).

But fine, to this now: Generally you fixed outliers in the 0-10 and 10-15 ranges and while these were quite shit on something like a 6BTK Sturmgewehr 1-5, most of the complains and the "Feeling of shooting bullet sponges" come from the more medium ranges of 20-75 meters. This medium range needs to be more lethal. You can finetune that later im sure, and I agree that i probably shouldnt have a 5-6BTK at 100 meters with some of these non long range weapons, but it's still too much, 8BTK should be the ceiling in my opinion. Also the RoF and Recoil changes make the guns really boring. Guns that felt powerful with high RoF and a good amount of recoil are now slower and dont need to be controlled nearly as much as before. The 5.0 model did all of that better. Maybe you see the pattern I'm trying to get to here. Let's hope we get more adjustments in the new year.

Also the STG44 will be the best weapon in the game now, full stop. And I haven't played it yet, but it's insanely weird and counter intuitive, especially for new players, that the new BAR has 2 different damage models you can switch between.

edit.: Also just a general thank you for the things you do /u/PartWelsh & /u/Braddock512

It's fair of you to express that - we're going to keep making changes and Mid-range and Long Range will get just as much focus and attention as we've given this week to Close Range. We're not closing the door on the topic until we're happy that we're seeing the beahviours we want too.

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

Originally posted by colers100

Though it is a massive leap of improvement, I really prefer it if it is shelved until we get a CTE. The 5.0 system worked fine and I still think this has many faults. And the fault this patch catagorically doesn't address is the fact that guns don't feel punchy anymore due to the anemic recoil

I also think the LMG's and MMG's need one less BTK across the board at longer ranges

As much as we want it, and know how great it would be to have it, the CTE is simply not likely to be a priority or option for us. Any investment in that means cutting back or sacrificing on other things and our preference is to do more for the game, both in terms of content and QoL enhancements.

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

Originally posted by Twentythree0six

Could you please look at the Ribeyrolles? I found it extremely difficult to use after the update whereas before it was one of my favourites.

Give me some examples of where you're struggling and I'll share that feedback with the team. I'm conscious that folks who I've been chatting with me about it have been saying the opposite of that.

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

Originally posted by Jaylay99

People have been talking about the TTK a lot but never about the recoil changes, it just sucks to barely have any recoil with guns anymore... but since they won't revert it please at least bring back the fast SARs the fire rate they had (SMLE/MAS/AG42/M1A1/G1-5) they're not fun to play anymore

Make the guns with low mags have faster reload, since the game doesn't have many covers it's hard to just push, shoot, reload without having to do it. Get the pistols a faster switch speed from primary weapon (without the spec), in most cases people don't have time to pull out their pistol when they're reloading/out of ammo, people only do it when it's safe... but pistols should be that "panic" moment where its your last chance to win the fight.

Ag m/42 is the first of those weapons to see a ROF boost. We're considering others for our next update and we had a lot of long conversations about the M1A1 this week in that vein. There'll be more changes but we're going to monitor things after the hotfix goes live to make our next decision.

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

Originally posted by StinkerAce

What about recoil changes?

My least favorite thing about this update is that the guns lost a lot of recoil. And automatics became lasers.

And did you remove the arrows on the minimap? I don’t like seeing which way the enemy is facing. And vise versa.

This update dumbed down the game so much. You said you want to balance range use of weapons? Use recoil to balance it. So good players can learn to fight at range and there is still a skill ceiling.

Also if you want variety in the guns you had it. Each class had an area of effective use. And while assault may have been the strongest on paper, I felt like each class had a great role and was powerful in their own way.

I liked the changes at first. But after another hour or two I got bored. Sure sometimes I might be doing better, but GETTING MORE KILLS DOES NOT EQUAL FUN. This update ruined the game for me. Lost all hype and made my friends quit for the second time (first time being launch).

This is my favorite game and you ruined it. Just as it was getting good.

Variety in class has been good, but variety within that class for the weapons you could take hasn't proved true given the wide selections of weapons available. Our efforts are made to address that.

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

Originally posted by blanton928az

Team Balance at the end of round is needed sooooooooooooooooooooo bad!!!!!!!!!!!!!

Agreed.

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

Originally posted by OnlyNeedJuan

Upset about the ShowNameTag system getting reduced. It wasn't badly designed (though milsim boomers will tell you otherwise), it just wasn't perfectly functional (with seeing through smokes). Very sad we are catering to players who rely on hiding in LoS instead of actual proper positioning just to cheese gunfights.

We set out with the intent of clarifying the roles of different guns and how they each perform at Range, without impacting the overall TTK, and with the intent to preserve the lethal nature of Battlefield V’s gunplay.

Also can we stop spreading lies? This is bullshit even now. TTK was increased, period, saying it wasn't is just a bunch of bullshit.

Sorry that you feel that way.

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

Originally posted by gREENNNNN

This is a step forward. I loved old ttk but I can agree with your intent to get rock, paper & scissors weapon scenario, but the new TTK was totally wrong. With this tweaks (and further ones) i think the TTK can get in a good scenario.

Thank you and please, tell the devs to think carefully again before doing such drastic changes without proper testing, its not good for anyone.

BTW: Any ETA on the hotfix? can we expect it for this week?

Regards

My hope is that we get it to folks next week but we do not have a locked date yet. I will share that when I have it.

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

Originally posted by New-Monarchy

This is honestly way better than I was expecting, thanks guys!!

Let me know what you think once it's gone live.

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

Originally posted by boomshackalak

Nothing for the M1A1 Carbine? It has a worse TTK than StG 44 at all ranges.

Additionally it has a higher recoil, no full auto firing mode (so you probably won't even consistently hit max fire rate), has half the magsize or uses one specialization slot for an equal magsize and it has a lower headshot-multiplier.

Used to be my favorite weapon, but the increased BTK just makes it feel bad...

M1A1 had a lot of debate this week. We almost went live with some changes on it but we realised that we'd be kneejerking a reaction. We need more time (and more live data) to conduct a proper review of it, but we are looking at it.

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

Originally posted by deadzone404

Any plans to spread the difference between the 12g auto and the pump shotgun apart? This isn't new with 5.2 really, but they've always felt a bit too close to each other performance wise to a point that to me, it doesn't make sense to use to use the pump over the 12g, unless you want to use slugs (which I'm not sure what it is but slug rounds feel underwhelming compared to previous bf titles, I used to love running pump action slug rounds in 4)

Edit: please remove directional spotting (triangles) from the minimap

I'll pass that on /u/DRUNKKZ3 and the gang to look into - thanks!

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

Originally posted by Macinzon

Just to add on a new bug that appeared in 5.2 patch. Changing loadouts will not save them. As soon as you leave the server and rejoin another one the loadout is back to the previous loadout (so in this case the loadout you set before patch 5.2). Getting kinda annoying that when I play Frontlines I have to switch from my Fliegerfaust to PIAT all the time. And I forget it 80% of the time. I'm on PC.

I'll encourage that the team look into that thanks.

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

Originally posted by SFSeventh

u/Partwelsh Will there be further tweaks ??

Could you perhaps kindly ask the team to also tweak the MG34 and the Madsen MG ? They are great guns but are very weak in their current state :(

Yes there will be further tweaks.

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

Originally posted by kH4us

Do enemy acquisition icon’s activate when player is hidden in the bushes or by any vegetation?

Check the videos hyperlinked at the top of the post.

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

Originally posted by phunkysox

Youre removing passive spotting and replacing it with a narrow verison of passive spotting? So basically nothing has changed?

Nah im heading out thanks for nothing

It is pretty much going back to what it was with 5.0 where it would only trigger if you aim directly at an enemy player, the angle is twice narrower so it is also less likely to accidently happen. The distance at which it happens is comparable to that of BF4 now (with also a smaller angle than BF4).

Again, this is not spotting as this is not information that you share to friendly players, this is not adding a spot on the minimap and this is not activating the "You're spotted" widget of the player you aim at.

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

Originally posted by SometimeNextWeek

Gotta be talking about the enemies on the minimal when flares are up. Showing where exactly the player is and which direction they are heading.

We're happy with that change.

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

Originally posted by Fratty-Light

Hey Adam, thanks for the update. Really appreciate this additional level of clarity and information. It's not exactly what I'd like but it's a step in the right direction and I'm glad to hear KPM is up globally. To be honest, I have been playing better since the update came out. I have two things that really concern me:

-is +60% horizontal recoil on the fast firing SMGs really a good choice? How will this affect hipfire at close range?

-How can we trust DICE to not break more things with this hotfix? It has been frustrating to see bugs repeatedly fixed and then re-introduced update after update. What is the team doing to prevent this?

It may sound extreme - but the values were already quite low. Adding 60% to it isn't that big a change, but it is needed to balance out the increased damage, similar to the weapons behaviour in 5.0.

3 Quality issues slipped through this update that we're not happy with. The 3D Spotting, The EOR, and Unlocks issue. It's frustrating and given our recent record since September, disappointing - our last few updates have massively reduced the number of issues that we introduce with an update. It's a hiccup, and an unwelcome one for sure, so we can only ask that you judge us based on what we do vs. what we might do.

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

Originally posted by Leepri3st

When is this coming

As soon as we can get it.

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

Originally posted by Crispy_Waferz

Increasing horizontal recoil is definitely not the move...

I've commented elsewhere on this. The base value for this is set quite low - 60% isn't a massive shift on a low number and it's needed to restore the balance of doing more damage per shot.

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

Originally posted by TheHydraCRO

Nothing about the slow ttk broken pacific tanks? Ye im out.

We rebalanced tanks in 5.2 to require more skill to land big damage - they're behaving in line with our designs and we're happy with how they're going so far this update. That said, we're monitoring their performance and if we feel that we need to make further changes we will.

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

Originally posted by sollicit

Did the team ever keep in mind that this isn't Halo, and that ineffective weapon range in a 32 vs 32 game where maps happen to be some of miles in size, may actually be a very bad idea? The game wasn't designed ground up for this.

I'm not blaming you, but we just want it reverted. We're angry and the refusal for a revert is a huge slap in the face to the people who have enjoyed the core gameplay for a year now.

Historically, Battlefield games have been Sandboxes and the previous weapon balance wasn't allowing for that to happen. I understand your disappointment, but we're always going to act in what we believe to be the best interest of the game and all who choose to spend their time playing it.

Our weapon balancing will continue through our next updates, and will forever receive tweaks and changes that may further adjust the damage drop offs and BTK for certain weapons that we feel should be effective at longer ranges. What we've offered last week in 5.2, and how we're changing that in our hotfix (and future updates) isn't a final word on the topic. We're not refusing to revert out of principle, we're opting to make changes because we can see that the changes are bringing positives back into the gameplay and helping us step back towards a place where more that Sandbox experience returns to Battlefield V.

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

Originally posted by J4ckiebrown

u/PartWelsh

These are the guns that need some help.

The whole point of the M1 Garands initial fire rate of 360 RPM was the gun having an 8 round magazine, and you need a specialization to extend out its 3 BTK range, trade off being higher recoil and a slower fire rate.

We're going to keep monitoring how the SAR's perform through this month and see what changes we need to make in January. We'll keep everyone updated where we land on that.

Attrition is a topic that we're doing a lot of intense review on right now.

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

Originally posted by Civildude892

Feedback for all of 5.2 is pretty much go back to 5.0. I don't think any of the 5.2 gameplay changes were a step in the right direction.

I don't believe everything was completely hated globally by players although some of the major changes generally were. I think those same major changes were blowing under the carpet what could be considered as good improvements to the game (5.2 patch notes had quite a lot of changes).

Even if we would want to, reverting to 5.0 would not really be an option as it would take A LOT of time to get there while keeping the content that had to drop with 5.2.

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

Originally posted by LtLethal1

Since damage values are being adjusted again, will recoil patterns again be changed?

Weapons like the Stg44 will be over-performing otherwise after their recoil was reduced in 5.2.

Recoil will be monitored and adjusted on a weapon by weapon basis. The changes for the next update (the Hotfix) are as shared. Anything extra we'll let you know about as we get to it.

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

Originally posted by rfmx49

I think if there was a stats info graphic released every month that would be awesome. That map of the first million kills on Iwo Jima had a great reception.

A stat I would be interested in is if the number of flares shot down has jumped since the spotting notification or a percentage of flares shot down. ( not sure if those are tracked now/before?)

I'll try get that stat. Would be interested myself in that.

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

Originally posted by TheHydraCRO

I get what you are saying, but the 75mm upgrade on the KAMI does only 17 damage from the side on the LVT. Also the Sherman 76mm HEAT round does only 25 to a KAMI. Not to mention the AP rounds on the PANZER IV and the STUG IV are basically the same when compared to the Standard round. The AP round on the Churchill Gun Carrier is also worthless even tho it was the only reason to use that tank. With the slow tank TTK, tank combat will be more about waiting for a nearby assault to take someone out. Shooting a single tank +8 times isnt fun. And no, i am not landing poor hits. Im talking about perfect angle at flat side armor. Doing that used to feel rewarding and would damage the enemy for +40dmg. It made people actually think about how they are gonna attack the enemy tank to take it out and not just jump in front of it and die. Not to mention the Churchill AP rounds that are BROKEN since DAY 1 of this game. What needs to be done? A huge problem is camping tanks. A game called war thunder did something to make you PTFO. Your tank can only resupply while standing still in an obj area. Resupply stations need to go, they are very unfun and are a great tool for trolling your teammates by building them and staying on them so they cant finish rebuilding. If you want people to use skill in tanks, make TTK fast, make angling your armor and landing shots at weak points count. With this an ace tanker can win 1v2 tank battles.

Thanks, I've passed this on to the Gameplay crew who look after vehicles. If we make any changes based on that we'll make sure its detailed in Update Notes.

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

Originally posted by beeldy

Thanks for the update, I prefer the game pre 5.2 but I will give this chance when it releases.

That's all we ever ask, thank you! Make sure you tag me with any feedback once you've gotten hands on with the changes.

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

Originally posted by Incongruent

My suggestion would be, in general, stop babying us! We're big boys and girls. I don't want to know if I'm spotted. It makes things less tense if I know I can just run away and be undetected. Same goes for the little arrows instead of dots on the mini map.

Thanks for the feedback. The intent of telling you that you are spotted is not about babying players, being able to tell that you are actually spotted opens up a lot more counter-play opportunities and adds room to add new gameplay opportunities (features, gadgets etc...) in the future.

Giving information allows players to make better gameplay decisions that can create more depth. Spotting never had very little counter-play potential in the past.

I can agree with your feedback on the directional arrows, this is probably "too much".

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

Originally posted by Lock3down221

The M1A1's current damage value is almost the same as the Pistol carbines.. Please take note that the pistol carbines have better recoil than the M1A1 at the moment.. As a user of both guns, I think the M1A1 should be better than those 2 given its weapon categorization.. It doesn't make sense that a semo auto rifle is balanced like a pistol carbine..

It's being reviewed. Changes to the M1A1 won't feature in this Hotfix, but we are looking at that weapon for similar reasons.

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

Originally posted by erickonasis

So on the fast firing SMGs is it improvement on just the light bolt specializations or the regular ones? PLEASE answer please

The Light Bolt Weapons are having improved BTK models at close range. Other SMG's we're satisfied with the balance, and have appropriately tuned the Max BTK rate to ensure it doesn't go higher than 10.

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

Originally posted by MartianGeneral

Have you considered the system that's present in Battlefield 2 where ShowNameTag has a delay? Basically, you need to hover your mouse over an enemy for a second or so and then the nametag shows up. That, to me, sounds like a system that is less exploitable and won't give you nearly as many accidental tags as we get now.

That's a potentially good suggestion, would take a bit of work and code but i can see the benefits (and maybe that could also be applied to other spotting information). Being able to delay / make the information not update so often is a nice lever to have for balance reasons.

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

Originally posted by King_Kodo

Is removing the health bar over targeted enemies an option we could discuss? They feel a little unnecessary.

It could be discussed but this is a feature we've always had ever since BFBC2 (and probably earlier) and I don't think it has ever really been a problem. If anything it helps players with getting relevant combat information in a game where healing has so much impact on the consistency of close range combat.

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

Originally posted by OldSchoolSanitater

Hi Freeman, first off thank you all for doing the next adjustments as a hotfix.

Something that’s been buried under TTK/spotting, but that may come up soon:

Revive trains are back from 5.2 revive adjustments.

Is this something you guys are deciding to run with for now, or do you see it as something that should be mitigated?

Something we're keeping an eye on. There are further changes coming to related systems in the future so we'll keep eyes on it.

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

Originally posted by pxl31

Hello u/PartWelsh,

I tried the adjustements made until the TTK patch and they seems to be way better. Thank you !I think there is a great feature missing from BF1 and I just want to clarify with you why it wasn't ported to BFV.

Please check this trend if you have time , that would be great : https://www.reddit.com/r/BattlefieldV/comments/e9a9op/why_didnt_dice_think_to_add_this_feature_from_bf1/

I like it, and I'll pass it on.

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

Originally posted by MaxTheLiberalSlayer

I forgot to also say thank you for responding to the community. You're still in a crisis communication situation but at least you're trying to address it.

Always. Ideally I'd like to do it faster but in this scenario I wanted to understand what we could achieve and that required waiting for the feedback to inform the development, and then get through enough of our testing to confirm that we intended to go ahead with the changes.

Always happy to show up though.

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

Originally posted by King_Kodo

Yeah please remove the directional arrow, it should just be the plain red dot from before 5.2. The directional arrows feel like having a wallhack built into your HUD. Spotting is a pretty powerful tool as is, it doesn't need this.

I'd also like to request the "You've been spotted" notification be removed. I might be in the minority on this, idk. It just feels too much like playing the UI rather than using my own situational awareness to spot and remove enemy flares.

Thanks for the feedback. I'll be discussing the directional arrows and chances are that we will remove them in an upcoming update.

I have made a comment on the "You've been spotted" notification that we added that you can read here: https://old.reddit.com/r/BattlefieldV/comments/e9oxzo/community_broadcast_improving_update_52/fakz3nm/

I think it is commonly appreciated as a feature from the reactions we get so far. While most of the time it is possible to be aware of flares currently spotting you, there are also cases where you will be in interiors and it would not be realistically possible to be aware that a flare is active (for example: flares above the tunnel on Underground, flares that are very high in the sky from planes). The feature also covers other tools that can spot you like:

  • Vehicle radars
  • Spotting scopes (including vehicle spotting scopes)
  • Suppression spotting
over 4 years ago - /u/PartWelsh - Direct link

Originally posted by ethanmay4

Thank you!

You're welcome.

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

Originally posted by TaKamot0

u/PartWelsh will there be any changes to the BARs BTK?

Yep, check the spreadsheet linked in the post.

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

Originally posted by Claudeviool

Did i miss something cuz, games are stuck on "waiting for players" while even being full...

We're working on a backend fix to stop that from happening.

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

Originally posted by CreativeSoju

This just begs the question, why have it in at all? What is gained by telling players to play the UI and not the game? Especially the minimap directional information and 'You are spotted' nonsense. Absolutely baffling 180 from you guys considering your promises at release.

The most honest/transparent answer I can give is that the direction of Battlefield V is a bit different today compared to what it was on release. We want to generally tackle some frustration in terms of gameplay and certain elements need to evolve/change to solve that. It does not mean that we attempt to do is always right and patch 5.2 clearly showed that but is a difficult challenge as Battlefield is a franchise that has also evolved over time in terms of gameplay and different players like different things and also have different expectations of what Battlefield should be.

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

Originally posted by RayearthIX

Hi u/PartWelsh - I know a lot of us here are angry at the 5.2 update and some of us (like myself) have stopped playing as we wait for further changes (such as what you detail in this post). I also recognize that BFV has millions of players (presumably given the number sold in the last year), and reddit is but 184k of them. From my personal viewpoint, I think these changes are a small step in the right direction, but will further unbalance the game as some guns (STG44) are going to be OP in the new damage values, and others still seems like they are going to be UP. This is generally because the damage drop-off is too steep, and the bullets required at long/extreme range is till too high (IMO).

So... if the team is willing to share it, I would like to see data related to:

- Engagement ranges: Previously you shared with us (I think it was you) that the average engagement range in BFV is 22m. And yet, nearly every gun in the 5.2 patch (and this planned 5.2.2 update) sees damage drop-off of 20-35% by that distance. Could Dice share some of its data about ranges of kills (ie. how often does a SMG get a kill at 0-10, 11-20, 21-30, etc., vs. an AR, and other weapons). I understand that part of the issue, according to DICE, is that too often SMGs like the Thompson and Suomi were getting long range kills, but I'm curious to know exactly what the stats are that show the frequency that occurred.

- Range comparison: This might be available somewhere, but a lot of the ranges seems very small in comparison to some of the maps. Could you provide us with some maps (Iwo Jima, Panzerstorm, and Op. Underground would provide variety I think) with distance measured over specific areas? For example, if I'm in the raised MG nest on Op. Underground by the health station, and someone comes up the opposite stairwell, how far is that distance wise? What is the distance from one side of the central farm to the other in Panzerstorm? How long are the hallways in the caves on Iwo Jima? This can help put in perspective what the damage values actually cover and what the drop-off is.

- Prior BTK: The spreadsheet you shared is very informative about 5.2 - 5.2.2. Could you share a spreadsheet with 5.0 numbers as well so players can compare 5.0 - 5.2 - 5.2.2?

- Could you please share whatever data caused DICE to decide that guns outside of a SMG should take 10 BTK to kill someone at extreme range? Further, many players here have argued that the proper way to balance would have been to increase recoil or decrease bullet aim reliability at range, instead of increasing the BTK. Could you provide why DICE chose BTK instead of those possibilities?

Thank you.

Give me time and I'll see what I can do

(will edit this comment to add when/if I can)

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

Originally posted by Noeq

Why are there no changes for the Pistol Carbines listed? Those need a tweak (read: buff) as they also got nerfed pretty badly. Any information on those? /u/PartWelsh /u/Braddock152

No changes in this Hotfix but we will review their performance in the new year.

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

Originally posted by akrida77

so how about making the poll situation a usual thing so we can give you feedback on the changes?

You mean the Community Survey? We post that each month and we will keep similar questions in next months to help measure how opinion changes on the topic.

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

Originally posted by BrutteRex

When is the hotfix coming?

As soon as we can get to you. Once I have a date, I'll lock it in and share it publicly.

My hope is next week.

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

Originally posted by Claudeviool

Thank you for your reply. It's getting really frustrating. Same as not getting reports etc. but you guys are probably on it as we speak :)

Good to hear though!

We are on it. Hoping to have more news on that at the start of next week. It's likely we're stuck with it for the weekend unless we pull off a hail mary tomorrow afternoon.

I'll restate that it's keeping track of your XP, CC, and stats - it's just doing a bad job of telling you that.

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

Originally posted by trelousis

You are only addressing BTK. This is unimportant for guns wich fire rate you have decreased. For example the Sebalster shoots frustratingly slow and TTK is frustrating. I imagine more guns will still be slow

Primarily we're addressing BTK for this hotfix, but there are ROF and Recoil Changes for some weapons, and we're likely to make further tweaks in the update after this. We're going to keep making changes based on how we see the changes play out.

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

Originally posted by dan_kase

Thank you for adjusting 5.2.

Please fix the land mines. They do absolutely no damage in support class making them absolutely useless. :(

We are reviewing some of the behaviors on Land Mines. It won't make this Hotfix but we are looking at that for a future update so keep an eye out for Patch Notes in the future.

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

Originally posted by erickonasis

THANK YOU FREEMAN!!

WHY ARE WE SHOUTING??

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

Originally posted by beeldy

Will do, also, sorry to see some of the abuse you, Braddock and the team have had to endure since 5.2 has released, although a lot of us feel strongly about the game, that is never acceptable!

The memes have helped offset things. Big fan of Todays Pirates of the Caribbean one.

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

Originally posted by MartianGeneral

An enemy's direction shouldn't be known IMO unless ofcourse you can physically see them. A red dot like before is more than enough information for the spotter. If you do want to keep the direction feedback, then rework the icons to have intervals between them instead of one constant tracker. So if the enemy is spotted, their location would ping once every 2 seconds on the minimap for a total of 10s (5 pings).

We were considering supporting intervals between updates of spotting but it was a little too much work for this feature. Agree that it would have been nice.

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

Originally posted by coolshopp

Get rid of vector icons and go back to plain dots and perhaps don't constantly update positions, maybe ping at a certain interval unless actively spotted by recon spotting scope. The minimap is a crutch, and BFV had come a long way in moving our eyes away from it before giving us realtime vector information on flared enemies.

BFV always had real-time updating positions with spotting. Directional icons is new for sure and it will very likely change back to regular dots again. As I've replied to another comment, we were actually considering supporting intervals between updates of spotting but it was a little too much work for this feature.

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

Originally posted by LutzEgner

Playing with the new spotting changes finally felt like BF3/4 and is awesome. All my friends think the same, we even pulled two all nighters which hasn't happened once so far in BFV. Please don't always listen to the people who want a permanent hardcore mode in Battlefield - your games visibility is very very bad and these spotting changes helped for fluid and aggressive gameplay.

I think at this point, the occlusion system is not consistent and responsive enough to guarantee a fair experience with those icons. We definitely have visibility issues and while I would argue icons should not be the way to solve it, it does not help that the quality isn't there right now.

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

Originally posted by Orangecrush554

Having an arrow encourages me to watch the mini map instead of the game screen to know what direction my enemies are facing as I perform my flank. (I play an aggressive flanking play style)

When they were dots, I'd glance at the mini map to note the numbers when a flare goes up or someone reveals themselves then focus back to the game.

Now, I feel encouraged to watch the mini map over the game screen since I get so much information from it for my approach.

Appreciate the feedback, thank you. We're very likely going to revisit this.

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

Originally posted by King_Kodo

That's fair enough, maybe an option to turn it off in the gameplay settings? I know it wouldn't be a high priority but more options to tailor the HUD to our preferences like that would be welcome.

No promises but yes that could potentially be added.

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

Originally posted by [deleted]

[deleted]

That's not what I'm saying. The Battlefield franchise as a whole has a very wide spectrum of players and even Battlefield V has a lot of different types of players. Just reading this sub-reddit is enough to get an understanding of that.

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

Originally posted by kH4us

One more question... Is "you are spotted" sign also removed?

It isn't, we are fairly happy with this feature at this point.

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

Originally posted by pj530i

The arrow is ridiculous.

Why should I know what direction a spotted enemy is facing?

Make it a circle again please

Thanks for the feedback. I've also replied to other comments and we are going to discuss this but chances are that we will probably get this back to circles.

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

Originally posted by -Bullet_Magnet-

Yes, just having the dots, showing up under flares is "OP" enough :)

Arrows are a bit too much..

Thanks for the feedback :)

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

Originally posted by Col_Little_J275

u/PartWelsh u/DRUNKKZ3

Any adjustments to the Gewehr 43? Perhaps a return to the Gewehr 43's 5.0 rate of fire? :]

Not for this update but all the weapons are getting reviewed in general and we are looking at tackling weapons that still perform poorly and increase damage consistency over distances.

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

Originally posted by ForcePlays

Hey guys, good job on tweaking these weapons. But still haven't had the chance to test them all.

My questions are as follows:

To u/DRUNKKZ3 Will these tweaks allow cqb guns like the suomi to take on 3+ enemies as effectively as before? I feel like the flanking and 1vsX meta has changed so will this allow for more John Wick moments?

To u/partwelsh When can we expect tweaks to the assignments so that they reflect the weapons intended use? And eliminate anti-ptfo ridiculous ones, ahem SLRs?

To David Sirland You son of a b***h, I'm in. No, really this is a step in the right direction. Especially the early preview of 5.2, took balls.

All in all it looks pretty balanced to me, as all things should be.

I think it's fair to say that SMGs will be back to their 5.0 performance within close range.

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

Originally posted by WolfhoundCid

If you know where the enemy is AND what direction they're facing, it's a bit too easy.

There should be a risk involved in clearing rooms, etc. If you're a recon and you pop a flare and see where the enemy is, but not what direction they're facing, there's a chance you could walk right into their line of sight and get wasted, but if you're just waiting for them to turn their back, it's a bit cheesy.

That's very fair feedback. Thank you.

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

Originally posted by Maelarion

Plain red dot not showing direction.

Also, maybe have enemy dots update more slowly, not showing real time locations (unless a player on your team has spotted them visually - i.e. either by looking withing 3 degrees of them or pressing the spot button or spottinf scope etc).

Enemy minimap markera showing both location and direction in real time is far too 'arcadey'.

Edit: to be clear, what I actually want is a complete reversion of TTK/spotting to what it was in 5.0, and buff guns as needed from there if they were underperforming.

Thanks for the feedback.

We were interested in trying slow updates of enemy dots but this would have taken a bit too much work sadly. To clarify, the 3° angle within 20m is not intended to show the enemy on the minimap or for your team.

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

Originally posted by [deleted]

Honestly, I didn't mind it when I first started using it, but the directional arrows are way OP. Especially if they are shown in real-time.

I think it would be a much better system and reception if you went back to the dots, but keep the spotted notification above the mini map.

Thanks, the arrow vs dot on the minimap is something we are going to discuss within the team and it will be very likely changed in a future update.

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

Originally posted by fisk47

/u/DRUNKKZ3 and /u/tiggr, I distinctly remembered that before BFV was released, one of the feature presented for the game would be that more configurations like damage models would be moved to server side, so that changes in weapon balance etc could be made server side with a ninja update, without the need of a client side patch. Did this feature never made it to the game or why don't you use it in situations like this?

I believe we have some features that can be tweaked on the server but not everything yet so we can't always tweak all of the necessary settings, specifically for the weapons as those have a lot of parameters we would like to individually tweak. This is something we are still pushing for but it takes a lot of engineers time that we have to balance out against other needs of the game :)

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

Originally posted by AmirPasha94

Nice! I hope that'll perform as intended.

BTW I'd like to be able to disable this feature. I don't need this kind of visual clutter in my screen. Can it be implemented in gameplay options/HUD settings?

I've replied to a similar comment earlier and I can't really promise anything at this point but while it is a bit of work, this could be something that we could add in the future.

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

Originally posted by DJ_Rhoomba

u/PartWelsh u/Braddock512 Are the EA servers having an issue today? I haven't been able to connect to Battlefield nor Battlefront on PS4 all day. Really hoping to play some Wake soon!

Did you accept the recent PSN update from Sony? It’s their new Terms and Conditions.

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

Originally posted by DJ_Rhoomba

You know what, i just found I have a software update pending. Thanks my guy!

🤜🤛

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

Originally posted by DJ_Rhoomba

Unfortunately it did not solve my problem. But, if I learned anything from the Jedi, it's to just have patience. I'll try and login again tomorrow!

If you still have issues, hit up EA Help. Let me know how it goes.

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

Originally posted by FUCKINGYuanShao

Is there anything else you have lined up to substitute the soon to be removed close range passive spotting? I would say that im a pretty decent player and despite that i often times struggle with seeing people well enough. The passive spotting helped seeing people who prone in certain spots but it also helped me to stay on target during fire fights. It made my performance more consistent with my skill and i died less "unfair" deaths due to the game not communicating information (my enemies position) well enough. I am sad to see it gone as i really liked the idea despite the suboptimal execution in 5.2.

Also thanks for your work i appreciate the rebalance and the game a lot (even without the hotfix)!

Edit: Another thing i would really like you guys to look into is further nerfs to the active spotting. I feel like the 10s duration from the traits is still too high and flare spam still feels very prevalent. Even with the increased consistentcy of shooting them down + the increased cooldown of supply stations im spotted for big chunk of my ingame playtime.

A substitute to active spotting would be a lot more time if we do not want to add any UI as it would mean going back to character visibility and working with lighting / art on something that would universally work for all situations ever. While this would be the ideal thing to chase, it would involve a pretty high amount of changes potentially.

On spotting duration, this is something we can tweak further if needed :)

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

Originally posted by turkeysaurusrex

Hey Battlefield Team, there are 1000 comments on this thread so I don't expect this to be seen.

I never comment in r/battlefieldV but follow it every day.

I've played every BF game since Vietnam. It's my favorite series.

I'm sorry you have to deal with ungrateful humans. Y'all are handling this very professionally, and as someone who also works in software engineering, I understand how frustrating and unrewarding it can feel to say "okay you didn't like TTK so we fixed it" only to hear "OKAY WHAT ABOUT TEAM BALANCING AND ANTI-CHEAT, HUH!?".

<aside> Not to mention: The mere fact that we HAVE change is great. People have forgotten about the old days when a game was released and that was it, or patches only came once per year. Yeah the TTK is a little annoying, but real players should adjust to change. If they can only get kills with a specific gun at a specific range, then they're a one-hit wonder and they should move to COD. </aside>

Humans are f**ked. Y'all are doing great. Put your heart in, go home, turn off your brain, and don't forget that feedback in itself is biased and the people who are satisfied (yes, we exist) don't have reason to comment, so naturally everything seems f**ked.

Please keep it up! Enjoy your holidays!

Thanks, you too!