almost 5 years ago - /u/PartWelsh - Direct link

Hi folks,

Our next update to Battlefield V delivers even more fixes, changes and improvements as our War in the Pacific continues - arriving on Wake Island later this month. We’re also pleased to confirm that Community Games will launch as part of Update 5.2. This feature launches later this month, where you’ll be able to create your own playlist of your favorite maps and modes, invite your friends and play Battlefield V your way.

Below, we’ve detailed all of the changes that we’re making with this update, including insight on the new damage values affecting gunplay at long ranges. We’ve performed a large rebalance across the majority of weapons, ensuring that there’s now a better variety of options to help suit different styles of gameplay for each class.

On behalf of the teams at EA DICE, we want to thank everyone for their support across 2019 and the thousands of hours of feedback that you’ve shared with us. We’re grateful for your support and look forward to seeing you on the Battlefield in the New Year.

Freeman // PartWelsh

Battlefield Community Manager

What’s New?

  • A rebalance of most weapons across Battlefield V, focusing on the damage that weapons do outside of their designed ranges.

Releasing later in December

  • Wake Island
  • Community Games
  • 4 New Weapons releasing across the remainder of Chapter 5: War in the Pacific - BAR 1918A2, Type 97 MG, Nambu Type 2A, M3 Grease Gun

https://preview.redd.it/hmcw1ulhim241.png?width=1920&format=png&auto=webp&s=efb39a9e36a8c26420ffd2c305e117a43de9f374

What’s Changed?

Weapons, Gadgets, and Specialisations

  • Adjustments to hitmarker-kill and headshot-kill sounds.
  • Fixed an issue where the Flamethrower would not deal direct hit damage to targets in the caves, and deal only light splash damage.
  • We have also fixed a similar issue where the Flamethrower could deal direct hit damage to targets who were directly pressed against the other side of a wall.
  • Flamethrowers will no longer cause soldiers to get thrown around when they are killed by it.
  • Fixed a bug that would prevent gadget pick-ups from respawning if a player that had the pick-up would leave the server.
  • Increased Fliegerfaust's projectile lifespan to 3s from 1.5s (meaning that the projectile will now travel up to 600m instead of 300m).
  • The Fliegerfaust now fires 2 salvos of rockets instead of 3 and the delay between bursts has been increased accordingly.
  • Somewhat reduced how close to the airplane a Fliegerfaust projectile needs to be in order to detonate. This means players will have to correctly predict plane trajectories and be more accurate inorder to deal consistent high damage to a plane.
  • To compensate for the less lenient distance detonation, the grouping consistency of the Fliegerfaust bursts has been increased to still allow players to be effective if they can predict plane trajectories and correctly lead the projectiles.
  • Reduced Fliegerfaust's accuracy when hip-firing.
  • Fixed an issue where the hint messaging suggested that the player needed to Aim Down Sights in order to fire the Fliegerfaust.
  • Added the missing 2x scope to the M1 Garand, and ensured that the iconic ping sound when ejecting a clip can now be heard by all close by players.
  • Added a Bayonet to the M1 Garand spec tree.
  • Fixed the “falling bullet” that would appear when switching to the RSC from a sidearm
  • Fixed a bug that would sometimes incorrectly show a stick of dynamite in the players hand while vaulting.
  • Fixed an exploit involving bandages.
  • Players are now able to build Fortifications right after building another Fortification that is blocked from spawning.
  • Fixed a visual bug that would occur when using the inspect weapon feature on a sidearm.
  • Improved LOD’s for weapons using skins when viewed from a third person perspective.
  • Fixed the VGO´s grip during the end of round screen.
  • Fixed an issue where the position of the VFX would stop updating if entering and exiting a vehicle whilst holding the repair torch.
  • Increased max instances for repair sparks to avoid VFX disappearing when spamming the effect.
  • Improved how soldiers are holding the Madsen MG on the end of round screen.
  • Improved how the soldier holds the Type 100 when viewed in first person.
  • Fixed shadow inconsistency with the Type 100 Bi-pod.
  • Improved the behavior of the Sticky Grenade and Dynamite. Players should find that these objects stick in far more predictable manners, especially when throwing through windows and near walls. We are still aware of an issue where the stick position does not always perfectly align between client and server, and the projectiles may be corrected by the server shortly after it’s placed to ensure that the client is displaying it in its proper position.
  • Fixed an issue that prevented players from throwing ammo or health pouches to teammates while being in an open vehicle seat.
  • Players can now use bandages and ammo pouches while having the reinforcement binoculars active. Previously the pouches would leave the binoculars in a weird state that wouldn't let players call in reinforcements.
  • The Jäger skin is now properly applied to the M28 extended magazine.
  • The Katana now has the same colored pattern on the handle across all camera perspectives.
  • Japanese soldiers now use Kunai throwing knives instead of the regular ones used by other factions.
  • Fixed a small visual glitch that would allow players to look inside the Breda M1935’s barrel from above.
  • The Night Owl handguard skin no longer blocks the Selbstlader 1906 ́s Iron Sight.
  • The Bayonet icon will no longer show after the user has been revived without having the bayonet equipped on the primary weapon.
  • Adjusted the Grenade throwback timing to match the throwback animation that's played.
  • Grenade throwbacks have now a bit more force which allows the grenade to be thrown further away from yourself.
  • S Mines now use a 2 wire, trip-wire detonation setup instead of using a proximity detonation. When placed, two wires will connect to a nearby surface perpendicular to the player position when placed (left and right). This allows players to more effectively deny an area as the wire can trigger the mine from further away than what the previous S Mine would allow with the proximity detonation. However, this also means S Mines are now a bit easier to see.
  • Adjusted S Mine detonation damage, the bomb can now 1 hit kill a full health soldier if they stand directly at the position of the mine. We feel comfortable making this change as the tripwires make S Mines far more visually obvious, and should prevent their abuse as hidden dangers and better fulfill their purpose of blocking routes.
  • Fixed the missing death sounds when getting killed by a vehicle MG as a soldier on foot.
  • Fixed several cases where the game sound would be almost completely muted for a moment after dying in a way where the man-down state was skipped.
  • Further reduced the friendly soldier movement sound compared to enemies.
  • Improved the directionality of footsteps and adjusted their distance filtering to be more natural.
  • Further iterative adjustments to various elements in the mix to help expected sound to come through in the mix during high intensity gameplay.
  • Added themed End-Of-Round music, based on which faction has won the match (Pacific levels only)
  • Fixed an issue where the hitmarker kill sound would not reliably play.
  • Fixed an issue where indoor weapon sounds would not correctly differentiate between differently spaced, non-destructible environments. Now especially in locations like the Iwo Jima tunnels and the underground in Operation Underground there will be an audible difference to weapons fire from other players based on how open and reflective the space is.
  • Wooden supply canisters now make wooden sound effects when hitting the ground instead of metallic sounds.

Balance Changes

With this update, we're continuing our work on weapon balancing across the game, and with this update we're focused on addressing the damage values of weapons over range.

Note: Bolt Action Carbines, Sniper Rifles, and Anti-materiel Rifles have not been adjusted as part of this update. These have been addressed earlier in the year across previous updates, and we'll continue to review these Weapon Classes following these next set of changes.

SMGs

SMGs will primarily receive heavy damage reduction at long range. Close range damage is only reduced on some very fast-firing SMGs. This strengthens their general role as close range weapons. Some SMGs have seen revisions to their existing damage model in a way that allows them to favor long range damage over close range performance, giving medics more tools for ranged engagements.

Close Range SMGs

Weapons: Suomi KP/-31, M1928A1, MP28, ZK-383 when paired with its ROF Boost Specialisation

Damage: 5-13 BTK

Effective Range: 0-15 m

Spawn ammo target: 150-180

Rather high rate of fire. Reduced damage per shot and fast damage dropoff.

Balanced SMGs

Weapons: ZK-383, MP40, STEN, EMP, Type 100

Damage: 4-11 and 5-12 BTK for the Type 100

Effective Range: 0-20 m

Spawn ammo target: 150-180

SMGs with extended drop-off. Easy to use at the cost of lower ROF. Generally good handling that does not impact ranged performance.

AR-SMGs

Weapons: MP34, MAB38

Damage: 5-8 BTK

Effective Range: 10-30 m

Spawn ammo target: 150-180

SMGs with reduced damage drop-off at the cost of lower damage output at close range. Allows Medics to get extra range on open maps.

Assault Rifles

Changes affect both minimum and maximum damage roughly equally, reducing close range performance more than long range performance when compared to SMGs. The M1907 SF has been revised so that it’s now treated like an SMG in order to ensure that Assault keeps a good option for close range gunplay.

Ribeyrolles

Damage: 5-7 BTK

Effective Range: 15-40 m

Spawn ammo target: 150

AR with a low ROF and reduced magazine capacity. Improved damage at long range.

StG 44

Damage: 5-8 BTK

Effective Range: 10-30 m

Spawn ammo target: 150

AR with good damage per shot and accuracy. Increased ROF and magazine capacity help at shorter distances.

Sturmgewehr 1-5

Damage: 6-9 BTK

Effective Range: 10-30 m

Spawn ammo target: 180

AR with higher ROF and reduced damage per shot.

M1907 SF

Damage: 5-13 BTK

Effective Range: 0-15 m

Spawn ammo target: 160

High ROF AR with increased damage up close and fast damage dropoff. Allows Assault to attain SMG style gameplay.

Breda M1935 PG

Damage: 5-6 BTK

Effective Range: 20-50 m

Spawn ammo target: 140

Hard hitting burstfire AR. ROF is rather low, as is damage drop-off. Best used at some distance.

LMGs

Changes affect both minimum and maximum damage roughly equally, reducing close range performance more than long range performance when compared to SMGs, The FG42 and LS26 are treated like SMGs so that Support maintain options for good close range weapons. Flat damage is applied for the Madsen in order to keep it as a good ranged LMG option, while being very weak at close range.

Balanced LMGs

Weapons: KE7, Bren Gun, Lewis Gun

Damage: 5-8 BTK

Effective Range: 10-30 m

Spawn ammo target: 180

LMGs with low to medium ROF. Decent damage per bullet give it similar effective range as the High ROF LMGs.

CQB LMGs

Weapons: LS/26, FG-42

Damage: 4-11 (LS/26) and 5-13 BTK (FG-42)

Effective Range: 0-15 m

Spawn ammo target: 180

Medium to fast firing LMGs with good damage in close range. Fast damage dropoff limits effective range. Handling is not an issue for the distances the weapon is designed to be good at.

Ranged LMGs

Weapons: Madsen MG

Damage: 6 BTK

Effective Range: >20 m

Spawn ammo target: 200

Highly accurate and controllable LMGs with a very low ROF. Constant damage per bullet has them unable to compete at close range, but very strong at longer ranges.

MMGs

Less recoil adjustments are expected here in order to keep on using it for range limiting, since damage alone won't do at 1200 rpm. Bullet changes put the focus on very short range or weakness at close range traded for better ranged capabilities.

Close Range MMGs

Weapons: MG 42, VGO

Damage: 5-13 BTK

Effective Range: 0-20 m

Spawn ammo target: ~200

Very fast firing MMGs with good start damage, but fast drop off. Handling needs to limit range further, as the damage drop off alone is partially offset by the high ROF and large magazine capacities for MMGs.

Balanced MMGs

Weapons: MG 34, S2-200, M1922 MG

Damage: 6-9 BTK

Effective Range: 10-30 m

Spawn ammo target: ~200

Medium to fast firing MMGs with lower start damage, but gentler dropoff.

Ranged MMGs

Weapons: M1919A6

Damage: 5-8 BTK

Effective Range: 20-50 m

Spawn ammo target: ~200

Medium ROF MMG with good damage per bullet and gentle dropoff. Not the best up close, but good handling and damage dropoff give it better range than other MMGs.

Semi Auto Rifles

Tweaks are heavily dependent on the specific weapon. Performance is generally reduced at all ranges, but ranged performance should remain above average for most SARs.

M1A1 Carbine

Damage: 4-6 BTK

Effective Range: 10-50 m

Spawn ammo target: 90

Good magazine capacity, fast reload, very high rate of fire and low recoil.

Ag m/42

Damage: 4 BTK

Effective Range: >15 m

Spawn ammo target: 90

With its fixed, decent damage and medium ROF, it can take care of enemies at any range quickly if landing headshots. Recoil is low, but low magazine capacity and damage per bodyshot make it unattractive if not going for headshots.

Gewehr 1-5

Damage: 3-6 BTK

Effective Range: 0-30 m

Spawn ammo target: 90

Medium ROF and good maximum damage make it very good for closer ranges when combined with its big detachable magazine.

Turner SMLE

Damage: 4-5

Effective Range: 15-50 m

Spawn ammo target: 90

Fast firing SAR with medium damage per bullet. Not good at close or very long range, but the in between.

MAS 44

Damage: 4-5 BTK

Effective Range: 15-50 m

Spawn ammo target: 90

Has a longer reload but slightly less recoil and faster bullets make it a bit easier to use.

Heavy Hitting SARs

Weapons: M1 Garand, Karabin 1938M, Gewehr 43, Selbstlader 1916

Damage: 3-4 BTK

Effective Range: 20 m and beyond

Spawn ammo target: 70

Rather slow firing SARs with good damage per hit and ranged capabilities. Recoil is balanced around magazine capacity and reload, with the M1 Garand coming in very low.

Self-Loading Rifles

Changing damage is not viable on SLRs. Adjustments made via reduced ROF.

Aggressive SLRs

Weapons: Model 8, RSC

Damage: 2-3 BTK

Effective Range: 10-50 m

Spawn ammo target: 60

Slow firing semi automatic rifle with a very strong bullet. Damage drops off at long range.. At closer distances, they can keep up with regular SARs, but are less forgiving.

Long Range SLRs

Weapons: ZH29, Selbstlader 1906

Damage: 2-3 BTK

Effective Range: 30 m and beyond

Spawn ammo target: 50

Very slow firing semi automatic rifles with an extremely powerful bullet. They can keep up with or even beat the heavy hitting semi SARs, but are less forgiving to use due to their ROF.

Shotguns

Reduced one hit kill range for all ammo types. Around 2 meters less.

12g Automatic

Effective Range: 8 m (base buckshot)

Spawn ammo target: 35

Fast-firing semi automatic shotgun with a rather low effective range.

M1897

Effective Range: 9 m (base buckshot)

Spawn ammo target: 35

Slow firing pump-action shotgun with increased effective range.

M30 Drilling

Effective Range: 10 m (base buckshot)

Spawn ammo target: 30/15

Triple barrel combination gun. The two buckshot barrels can be fired in quick succession and have the best effective range of all shotguns. The rifle barrel fires a unique bullet that is different from slugs in that it can always kill with a headshot.

Pistol Carbines

Mainly reduced damage with increased ROF.

P08 Carbine

Effective Range: 0-20 m

Spawn ammo target: 160

Very fast firing carbine with a generous magazine.

Trench Carbine

Effective Range: 0-20 mSpawn ammo target: 160Very fast firing carbine with a massive magazine.

Bolt Action Carbines

Spawn ammo target: 50

No further changes have been made.

Sniper Rifles

Spawn ammo target: 40

No further changes have been made.

Anti-materiel Rifles

Spawn ammo target: 30

No further changes have been made.

Soldier

  • Fixed an issue where players could regenerate a lot of health very quickly if they get damaged shortly after being revived.
  • Fixed an issue where the light assault combat role would get a slower passive health regeneration rate than intended.
  • Players getting killed within 5 seconds of being revived are now no longer unrevivable.
  • Players can now look around while bleeding out in a Dinghy boat.
  • Fixed an issue that would not play the reload animation properly of sidearms when switching to the tool box in the middle of it, while being in deep water.
  • Fixed an issue where players would be able to swap weapons while in a melee takedown. This would cause the takedown animation to play with a different weapon instead of the melee weapon.
  • Soldiers are no longer visually on fire after exiting a tank that has been attacked by a flamethrower.
  • Fixed a hit detection issue that was happening when a player would be performing a melee takedown on a soldier while the enemy was on uneven terrain. The player performing the melee takedown is no longer unhittable in that case.
  • Fixed a hit detection issue happening when a player would be reviving a downed soldier on uneven terrain. The reviver is no longer unhittable in that case.
  • As a Tanker you will now see the correct animation when building Fortifications, instead of the repair torch as previously.
  • Fixed an issue where players would be killed earlier than intended in melee takedowns.
  • General melee takedown consistency improvements.
  • Improved the melee takedown to better trigger from behind.
  • Fixed a bug that could cause the throw dynamite animation not to play in third person.
  • Improved the positioning of the bleed out state when getting killed during a vault, previously this could lead to the player slightly hovering above the ground.

Vehicle Damage Changes

  • Tank hits now come in 3 categories:
  • Big hit: critical, at an almost perfect angle for front and sides, and at a generous angle for rear. ~80 degrees (varies for some tanks)
  • Normal hit: standard damage. every other angle
  • Ricochet: reduced damage (but no longer 1 damage) <30 degrees
  • AP and AT shells (fired from the same gun) should do the same basic damage for Richochet, but AP shells should do more damage for the other 2 hit types.
  • Howitzer shells now have more similar velocity and damage values.
  • Hits that come in from the side but are slightly high and bounce off the top of the tank should no longer be an issue, due to the changes in the way we test for hit direction (it's simpler).
  • Engine Disable should now be triggered only from hits to the rear or bottom of all tanks. (Except the Archer, which is a unique case and the "front" of the tank is actually the engine.)
  • Dynamite and AT mines have had their damage curves adjusted, and AT mines now are very reliable at disabling parts but do less damage. However, the player can now place up to 6 mines on foot, instead of 3. Mines dropped by planes and tanks should also have this behavior, though their total max mines of 15 and 6 has not changed.
  • The Support, Pilot, and Tanker Repair Tool can now be used to damage enemy tanks.
  • New hit markers have been added for tanks that show critical hits, this uses the same color settings as Headshots.

General Vehicle Changes

  • Rockets and Airborne heavy cannons now have different damage models vs airborne and ground based targets. This change allows us to make these weapons highly effective against ground, whilst reducing their effect on air targets by separating the damage values that they do to each target. This also makes them more viable air to air weapons, while not being 1 hit kill cannons. High skill and high reward, but balanced.
  • Rockets and Airborne heavy cannons no longer easily destroy AA guns on a single pass. However, they are still highly effective against the infantry sitting in the AA gun, or around it...or anywhere else really!
  • Rockets and Airborne heavy cannons are now entirely splash damage based, meaning that they ignore the angle of attack on armored vehicles and get consistent damage no matter the angle. However they cannot score critical hits, and only hits to the rear, tracks, or turret of an armored vehicle will disable those parts. This splash damage change also means that close hits now count for more with rockets, and mean that they no longer need to directly hit a tank (though direct hits will do substantially better damage). It will require at least 2 passes from an aircraft to destroy a tank from full health, no matter which tank type they are attacking. Make sure that you team up to take down vehicles quickly.
  • Fixed a bug that could cause the 40mm AA guns to have misaligned sights.
  • The sound of an airplane exploding no longer gets cut off if it occurs outside of the combat area.
  • Fixed a bug that would cause tanks to become spotted on the mini-map while in smoke.
  • Improved the animation when using the LCVP turrent while taking cover.
  • The T-34 Calliope has now gotten zimmerit functionality.
  • The T-34 Calliope has been equipped with a forward firing smoke launcher in Equipment Slot 2.
  • The Hachi can now tow and has a visible hitch.
  • Improved the animation for the Hachi when switching seats between Right Gunner and Top Gunner.
  • Improved the angle that players are able to turn with weapons while being a passenger in a Dinghy boat.
  • Improved the ramp collision on the LCVP when the vehicle is destroyed to ensure that other vehicles do not get stuck on it.
  • Added rain sound effects while in a tank in first person mode.
  • Fixed an issue with the Mosquito FB MKVI’s crosshair that would appear when resupplying.
  • Blenheim planes are no longer able to repair damaged parts by using a quick repair without the “Field Repair” perk.
  • The Stukas passengers machine gun upgrade no longer has a visual issue when firing.
  • Fixed a bug that would cause a blur effect to be incorrectly applied while in an LCVP.
  • The Dinghy boat no longer gets destroyed if players place AT Mines on it.
  • The Ka-Mi Top Gunner MMG 75mm Type3 Specialization Tank Gun no longer visually disappears when aiming it at certain angles.
  • Fixed an exploit related to tanks and resupply stations.
  • Removed the duplicate gun support on the Ka-Mi in third person.
  • Improved the LOD on the Ka-Mi.
  • Fixed the airplane incendiary bomb not causing vehicle damage.
  • Decreased the camera shake that could occur when firing machine guns in first person mode in many of the airplanes.
  • Fixed a bug that would cause damage to unused Dinghy boats.
  • Melee attacks no longer cause damage to Dinghy boats, so players can push them back into the water without worrying about damaging them.
  • Fixed a visual bug that would occur if a player interacted with stationary MG ́s while prone on their back.
  • Added fade effects when switching between seats in the Sherman and LVT vehicles.
  • Fixed the misaligned hand when crouching in the Top Gunner seat of the Ka-Mi.
  • Improved the animation of switching seats in tanks in third person. This should decrease the risk of animation pops.
  • Fixed an issue that would sometimes cause fires from crashed airplanes to be invisible.
  • Added the missing muzzle flash and smoke for the Corsair F4U-1A when firing the right 4x 20mm Cannon.
  • Added the HUD reload animation for the Type 97 tank using the Hull mounted 37mm Canon” specialization.
  • Improved the Type 97 Tanks Hull mounted 37mm canon to not clip with it’s left side skirt.
  • The Type 97 tank with Smoke Discharger Specialization can now resupply smoke from the ammo resupply station
  • Improved the Ka-Mi Flamethrower while driving.
  • Decreased the left gunner seats muzzle flash to make it a bit more pleasant on the eyes while firing them in the Sturmtiger.
  • Fixed a bug with the Mosquito FB MKVI QF 6PDR loading icon replacing the gun sight in third person after resupplying the 4000lb bomb.
  • Adjusted entry points/added new explicit entry points on all old stationery weapons to fit the new entry from animation better. You can't enter them from the front or from the other side of the Flak 38 anymore, all entry points moved back and up some to both make animation look better and icon to become more visible.
  • The T-34 Sherman Calliope has gotten a small boost to it’s engine power.
  • Reduced the time it takes to switch ammo types on the main weapon (HMG) on the amphibious tanks AA from 3.6 seconds to 2 seconds.
  • Improved the wrecks that are already on the map of the Zero airplane props to have more fire and smoke.
  • Airplanes 20 MM HE Splash damage falloff curve adjusted to deal less damage over distance.
  • Airplanes Incendiary Bombs reduced damage area from 10 m to 9 m and lowered burn time from 2 seconds to 1.8 seconds.
  • Added new HE Smoke Shell VFX for the Pacific tanks.
  • Added the ability to drive vehicles before the entry animation has finished playing.
  • The carrier decks are now cleared off mines, as soon as a pilot spawns into a plane on it.
  • The UK faction now builds the 40mm stationary, instead of the Flak 38.

Maps and Modes

  • Aerodrome - Increased cover density across the whole map. More trucks, boxes, rocks everywhere. Give it a try and let us know what you think.
  • Aerodrome - Breakthrough - Added the missing ammo resupply stations. You need to come up with a new song now, Faris2011ksa
  • Iwo Jima - Improved smoke effects to appear more natural on this map.
  • Iwo Jima - Updated the minimap to better reflect the position of the ships on the ocean.
  • Iwo Jima - Squad Conquest - Fixed a spawn point that would lead inside a truck.
  • Pacific Storm - Fixed an issue that would prevent the T38 Calliope reinforcement to spawn.
  • Pacific Storm - Improved rain effects to not bleed through certain buildings.
  • Twisted Steel - TDM - Fixed a spawn point that was out of bounds.
  • Underground - Rush - Fixed the smoke barrage reinforcement.
  • Underground - Added ambient war sound effects on the deploy screen.
  • Underground - Switched out some sandbags placed near windows that would make it difficult to vault.
  • Underground - Added collision to the camera while in freemode on Underground.
  • Underground - Conquest - Tweaked the spawn points to better balance the map based upon telemetry data.
  • Spectator mode - The camera can now clip through various doors that are available on some levels.
  • Spectator mode - On Al-Sundan the map borders are now drawn out on the view screen.

Outpost Game Mode Improvements

  • Added Outpost map setups for Aerodrome, Pacific Storm and Iwo Jima.
  • Recruit Limits for winning Outpost now depends on the number of Radio Towers on the map. Current tuning is 25 recruit limit per Radio Tower.
  • Tuned recruit times of Radio Towers to 60 seconds so intended average match duration should be around 25 to 30 minutes now.
  • Changed Recruit thresholds for vehicle appearances in Outpost on maps that have them. Tanks will become available when the first team reaches 50% of the recruit limit. Planes will become available when the first team reaches 75% of the recruit limit.
  • Modified the team setups used for Outpost so there are fighter planes but no bombers on European maps.
  • On European maps in Outpost, teams will now find more half-track transports available at their HQs. Together with changes to how transport vehicles spawn and despawn in general this should improve the transport vehicle situation in Outpost.
  • Timeouts in Outpost will only result in a draw now if recruit scores are actually even.
  • Radio Tower upgrades will now only be available after Radio Towers have been owned and defended for a certain amount of time.
  • Increased score for defending Outpost Radio Tower objectives and doubled the frequency of the scoring event.
  • Major Scoring Events in Outpost for receiving recruits now only occur while close to the objective but also have a drastically increased score value compared to before.
  • Replaced Major Scoring Event sound when receiving recruits in Outpost game mode with a more subtle sound.
  • Prevented gameplay voice over from playing during end of round.
  • Radio Towers now have more health depending on their upgrade level.
  • Radio Towers now have longer bomb countdown time depending on their upgrade level.
  • Destroying Radio Towers with V1s (or other reinforcement call ins) now correctly gives a Major Scoring Event.
  • Increased the cool down time for Sector Artillery and rocket reinforcements in Outpost for both the European and Pacific theatres.
  • Balanced the approach distances of V1/JB2 rockets on Crete in the Outpost game mode.
  • Fixed misaligned upgrade level dots above Radio Tower objectives in the game mode HUD when entering scoreboard.
  • Fixed objective icons in the game mode HUD changing when going to scoreboard.
  • Adjusted tank supply station and AA gun positions on Arras and Crete for Outpost.
  • Made changes to prevent players from accidentally or intentionally blocking Radio Towers from being constructed. No more awkward shuffling back to get towers build. No more illegally parked vehicles accidentally blocking objectives either.
  • Fixed an issue where Radio Tower objectives could be armed and disarmed through walls.

UI & Others

  • Fixed a bug that would cause the redeploy timer to reset on the deploy screen.
  • Fixed world icons not scaling over distance when stuck to an edge (ManDown icons, objective icons, squad member icons etc...)
  • Ensured player nametag text does not overly scale over distance making the text unreadable
  • Adjusted the base player nametag text scaling
  • Squad members no longer constantly show the names and the distance in the world (nametags) when not looking at them directly.
  • Spotted soldiers that are completely hidden behind cover will no longer show a spotted icon in the world when seen from airplanes.
  • Adjusted the scale over a distance of spotted icons seen from Airplanes.
  • Fixed an issue where the game would not remember the last vehicle a player had selected on the vehicle deploy screen.
  • Removed the duplicate sights when unlocking the Backwoods skin for the Type 100.
  • The M1919A6 specializations can now be reset.
  • Moved the Selbstlader 1906 into the correct weapon category in the weapons menu.
  • The M1928A1 extended magazine has been corrected when using the Backwood skin.
  • Fixed the missing flag icons on the end scoreboard during the end of round screen.
  • Fixed the missing Katana and Flamethrower icons on the stats page.
  • Fixed an interaction bug that would allow players to duplicate Katanas and Flamethrowers.
  • Players no longer get +0 points for destroying enemy fortifications.
  • Fixed a rare bug that would sometimes cause players to spawn in as a class other than the one selected.
  • Players are now awarded 50 points for shooting down active enemy flares
  • Shooting down flares is now more consistent.
  • The weapon rank has been removed from the killcard if the player was not killed by a weapon.
  • Removed the white square that would unintendly appear when scrolling through the list of squads.
  • Fixed a bug that would increase the FOV when spawning after having gone into the Armory.
  • Fixed a bug that would cause the completed assignment animation to not work if multiple assignments had been completed at once.
  • Fixed an issue that cause the wrong icon being displayed in the UI for the machine guns of BF109 G2 after the user buys 2x7.92MM Machine Guns & 2x 20MM Cannons specialization.
  • I think that we can all agree that Smörgåstårta is a must try Swedish culinary experience.
  • Neutral towable guns no longer show up on the mini-map, if the enemy takes the vehicle it is connected to, drives off with it, and the vehicle in question has not been spotted.
  • Fixed default key bindings for Sprint Sliding on alternative control schemes. The default will now be the same key binding as the one used for crouch/prone.
  • Added an option that allows players to disable the soldier rim lighting. This option is named "Character Lighting" and is available in Gameplay Advanced (default ON).
  • Enemy soldiers being directly looked at within 25m now show a simple nametag including their class icon in a red diamond icon in the world and their health bar. This system was previously active up to 12m before but won’t show the full name anymore unless the target is spotted.
  • Enemy soldiers directly in the player view and not occluded within 10m now show a semi-transparent simple red diamond icon in the world to help with CQB visibility.
  • Increased ammo stations cooldown from 20s to 45s
  • Increased health stations cooldown from 20s to 45s

Spotting changes:

  • Players can now be aware that they are currently spotted. The minimap edges will now be blinking and an additional YOU ARE SPOTTED text with an icon will be visible above for the duration of an enemy spot.
  • Reduced spotting duration from spotting scope and eagle eyed trait from 12s to 10s.
  • Reduced spotting flares duration by 20%, this means the flare gun's flare duration is now 24s instead of 30s.
  • Reduced spotting flares radius by 25%, this means the flare gun's flare radius is now 22.5m instead of 30m.

Minimap readability:

  • Adjusted the height difference language for players above and below.
  • Players above (between +2.5m and +8m) now have their icon size scaling up to 120% linearly.
  • Players below (between -2.5m and -8m) now have their icon transparency scaling down to 75% opacity and their size scaling down to 80% linearly.
  • Enemy player icons now show as a directional arrow (triangle) instead
  • Enemy squad leaders now show as regular enemy soldiers instead of having a dedicated icon.
  • Players above or below no longer show an alternate “ring icon”.

PC Specific Improvements

  • Fixed a bug that would cause soldiers to not have the correct lighting and appear to stand in darkness on certain AMD cards running DX12.
  • Underground - Added RTX reflections on water reflections.
  • Performance improvements related to audio logic.

Xbox Specific Improvements

  • Fixed the short freeze that could happen when pressing the Xbox Home button.
  • Fixed a bug related to sliding and using the alternative “Soldier Buttons” gamepad layout.

PlayStation 4-Specific Improvements

  • Fixed an elusive bug that would sometimes cause the game to crash if set to Arabic localization.
  • Fixed a bug related to sliding and using the alternative “Soldier Buttons” gamepad layout.

Our Updates may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. For more information, please refer to EA’s Online Service Updates at https://www.ea.com/service-updates

https://preview.redd.it/9q7kgva1jm241.jpg?width=1280&format=pjpg&auto=webp&s=7975b41fd3dccbbb5c4193aecfc8e99320a474b2

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: Estimated Update Sizes are below!

PC - 12GB

PS4 - 6.7GB

Xbox One - 7.3GB

External link →
almost 5 years ago - /u/manimal_prime - Direct link

Originally posted by RSPHardcoreGuy

Still no info on how RSP works... I've asked quite a few times now and get no response. Please offer admins proper server controls. The way you handle Community Games or whatever you want to call it will make or break this game for my friends and I

100% agree with you, man. 100% agree with you.

almost 5 years ago - /u/PartWelsh - Direct link

Originally posted by namapo

We're also pleased to confirm Community Games will launch as part of Update 5.2

cool and good

This feature with launch later this month

wat

We just need to do our final final checks in live environments with the Update on all hardware. This is likely a matter of days vs. anything extensive.

Edit: We are presently targeting December 9th for turning the feature on for all Players.

almost 5 years ago - /u/PartWelsh - Direct link

Originally posted by MauveAvengerV

Hey u/partwelsh...thanks for the notes!

Has the Armory issue discussed at this link been resolved with this patch? It seems rare, but myself and several other users are having issues where our Armory purchases aren't syncing to our games. We receive a Checkout Failed notice even though our cards are still charged.

EA answers keeps telling us to be patient and that it should be been fixed SoonTM

This is the type of issue that needs to be dealt with 1:1 with the folks at EA Help

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

The folks who manage our boards don't have access to the tools that they would need to solve the issue directly.

For us here at studio, the issue is known to us and we're working to identify a proper resolution to it to stop it happening in the future but if you've had the issue happen to you, please reach out to a member of the team directly at EA Help.

almost 5 years ago - /u/PartWelsh - Direct link

Originally posted by VoschNickson

I’ve never been happier than when I read that there’s now a bayonet on the M1 Garands spec tree

It exists on the final tier as a 3rd Option (vs. the usual standard of just having 2)

almost 5 years ago - /u/PartWelsh - Direct link

Originally posted by King_Kodo

Doritos aside, this looks like a really good update. Lots of QOL changes and attention to detail in there. Looking forward to it overall.

I know it's a long shot but seeing as there's now a precedent for adding bayonet specs post-launch, can we please get one for the Type 100?

I'll share the feedback with the crew for sure.

almost 5 years ago - /u/PartWelsh - Direct link

Originally posted by dkb_wow

Added an option that allows players to disable the soldier rim lighting. This option is named "Character Lighting" and is available in Gameplay Advanced (default ON).

This is a great option. Thank you for that.

It will only apply to folks systems locally but if its your preference to have it off (for gameplay or content creation) then it's for sure a welcome addition

almost 5 years ago - /u/PartWelsh - Direct link

Originally posted by teki0918

Added a Bayonet to the M1 Garand spec tree.

3 skill tree?

Yup. 4th Tier.

almost 5 years ago - /u/PartWelsh - Direct link

Originally posted by Exyppp

/u/PartWelsh is the BF1 kill sound coming back? I did not see anything mentioned in the notes or I am blind :P.

It's not quite the same as BF1 (it's engineered and layered differently, but does sound alike) but the new Headshot noise is in the update (listed in Weapons, Gadgets, Specialisations as the first note)

https://twitter.com/PartWelsh/status/1200462736771178499

almost 5 years ago - /u/DRUNKKZ3 - Direct link

Originally posted by ToXxy145

So they made throwing back grenades actually plausible instead of just kicking them 2 inches away, but didn't fix the fact that 50% of the time the game doesn't even give you the option to throw them back.

It has also been tweaked in this update but wasn't added in the notes, it shouldn't happen anymore.

almost 5 years ago - /u/DRUNKKZ3 - Direct link

Originally posted by ogernugget

What is rim lighting?

Virtually a low-intensity spot-light projected on the soldier at all times that dynamically adjusts with the contract of the background.

almost 5 years ago - /u/DRUNKKZ3 - Direct link

Originally posted by captain-sano

Players can now be aware that they are currently spotted. The minimap edges will now be blinking and an additional YOU ARE SPOTTED text with an icon will be visible above for the duration of an enemy spot.

Reduced spotting duration from spotting scope and eagle eyed trait from 12s to 10s.

Reduced spotting flares duration by 20%, this means the flare gun's flare duration is now 24s instead of 30s.

Reduced spotting flares radius by 25%, this means the flare gun's flare radius is now 22.5m instead of 30m.

Great idea. Scout was already the weakest class in the game, so the best, most obvious solution is to "nerf" it even more.

Next they need to address those dominant 3 hit kill bolt action rifles. They should be 5 -6 hit kills.

I don't really think scout will be the weakest class in 5.2 with it being one of the few mostly unaffected classes in terms of weapon balance changes they will surely become more popular with players tending to gravitate a bit more towards BASRs (especially the more experienced players).

In terms of spotting changes, 5.0 had seen the spotting flare radius increased from 15m to 30m and the spotting duration increased from 15s to 30s. Those 5.2 changes here aim to get away from the potential constant up-time of two spotting areas of 30m radius that could easily happen combined with the ammo stations.

I would argue recon has some of the most powerful gadgets in the game (flare + spawn beacon). When used to their full potential they can give a crazy advantage to the player and its team.

almost 5 years ago - /u/DRUNKKZ3 - Direct link

Originally posted by dkb_wow

Do they happen to explode any faster? As it is now, when we throw or throw back grenades, the enemy has plenty of time to run away from them since they just sit there and give off the grenade warning for several seconds. Will we ever have the ability to "cook" the grenade before we throw it? That would be a nice addition and would make using anything but the incendiary and smoke grenades more viable.

They don't explode any faster, that remains unchanged. When you throw back a grenade you actually slightly increase the fuse timer. On cooking grenades, we discussed it a few times and while it would be fairly easy to add we don't really want to add it as this would invalidate certain grenade types like the impact grenade and potentially lead to frustration from getting killed very often by cooked grenades.

almost 5 years ago - /u/DRUNKKZ3 - Direct link

Originally posted by SuperSimpleSam

Somewhat reduced how close to the airplane a Fliegerfaust projectile needs to be in order to detonate. This means players will have to correctly predict plane trajectories and be more accurate inorder to deal consistent high damage to a plane.
To compensate for the less lenient distance detonation, the grouping consistency of the Fliegerfaust bursts has been increased to still allow players to be effective if they can predict plane trajectories and correctly lead the projectiles.

This sounds like now with larger spread, you'll be doing less damage even if you lead properly. More chance to hit but less likely to kill.

There is much less spread now actually, this is what was meant by "grouping consistency".

almost 5 years ago - /u/PartWelsh - Direct link

Originally posted by Call_me_ET

Hold up now, so what's going to happen to all the assignments that require you to get kills with weapons outside of their intended range?

Was this accounted for in this update? Are assignments being tweaked as a result?

The assignments will need to be reviewed following this set of changes. It has not been included as part of this update.

almost 5 years ago - /u/PartWelsh - Direct link

Originally posted by RSPHardcoreGuy

I'd just feel a lot better if you guys could give us a basic list of the features and admin controls. Until I see it myself I'm skeptical.

Please pass it up the chain that things like RSP need detailed before DICE releases them. We've been left in the dark for over a year now and even a few days from launch I have no idea how Community Games is going to work.

Thanks for your work relaying this info to the team

Nothing would please me more than to do so. Working at all speeds to get it done.

almost 5 years ago - /u/PartWelsh - Direct link

Originally posted by RSPHardcoreGuy

Still no info on how RSP works... I've asked quite a few times now and get no response. Please offer admins proper server controls. The way you handle Community Games or whatever you want to call it will make or break this game for my friends and I

We will bring you the update the instant that we can.

almost 5 years ago - /u/PartWelsh - Direct link

Originally posted by junkerz88

The rocket changes to aircraft are REALLY cool, as a regular pilot in this game that wants to help the ground battle this is awesome.

Any chance the European aircraft get spec tree updates to allow us to equip 20mm explosive cannons (like the Pacific planes get) to help the ground battles there?

Also u/PartWelsh I didn’t see anything in the patch notes related to the changes to tank combat, how the damage will vary depending on the angle of attack (to make tanks more survivable) is this still coming in this patch?

This was absent whilst the team got that detail through to me and it got cleared in the usual fashion. It's retroactively been added to the post here and on the forums (Ctrl+F for Vehicle Damage Changes). Sorry for the delay on that but it did ship with this update.

almost 5 years ago - /u/PartWelsh - Direct link

Originally posted by Pindaman

Is there a way to show squad member names constantly? Now they feel too anonymous to me

Not presently, but I like the suggestion. I played a load of Insurgency last night for the first time and I like the way they do it (permanent diamonds always visible attached to the torso of where the player is).

I can't guarantee that we can pursue a change that enables it but I'll be sure to raise it as a suggestion (even if it's a toggle).