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

Hi folks,

In our 4.6 update, we’re delivering fixes and improvements across the Battlefield experience, alongside big changes to the icons we use to help players gain awareness of nearby Health/Ammo/Repair opportunities, further changes to Prone Gameplay as advertised last month, and more balance changes for weapons - including a specific focus on Pistols.

We’re also pleased to say that Al Sundan will be made available on Conquest and Breakthrough shortly after the release of this update, and that with this patch we’re delivering the base files for Operation Underground in preparation for its launch in October.

This update also rectifies the display issues related to latency, fixes the issues with loot in Firestorm, and improves the responsiveness of Revives across both Battlefield V Multiplayer, and Firestorm.

Our full update notes are below - see you on the Battlefield.

Adam Freeman

Battlefield Community Manager

Twitter: @PartWelsh

What’s New?

  • Al Sundan - Now Available on Conquest and Breakthrough
  • New Weapons and Gadgets deploying throughout October (Trench Carbine, Madsen MG, and the Fliegerfaust)
  • Changes to Range of Motion when Prone
  • Balance Pass - Sidearms
  • Overhauled logic and UI for Ammo/Health/Repair Requests

What’s Changed?

Maps and Modes

  • Al Sundan - Now available on Conquest and Breakthrough.
  • Al Sundan - Set the default FOV to match the other MP maps.
  • Aerodrome - Added out of combat area on top of the airplane hangar.
  • Arras - Fixed the floating sandbags that would remain if the players destroyed the bridge near B on Conquest.
  • Arras - Fixed some spawns that were out of bounds when playing on Breakthrough.
  • Arras - Fixed the collision of the curtains around window frames which could block bullets.
  • Devastation - Fixed an issue that would hinder the Squad Reinforcement vehicles spawning on Breakthrough.
  • Devastation - Fixed an issue that would cause a flickering graphical issue inside of the church.
  • Devastation - Fixed an issue that would cause for players to get stuck in piles of wood debris.
  • Fjell 652 - Improved visibility slightly for planes during extreme weather.
  • Marita - Fixed an issue that would cause some players to spawn in the middle of the air, causing them some damage when landing on Frontlines.
  • Marita - We moved the B objective from the second sector on Breakthrough since we saw a huge unbalance during this phase. Telemetry showed that attackers only had a change of getting through this sector in 30% of sessions. We hope that this change brings Marita in line with the other Breakthrough setups.
  • Marita - Adjusted some spawns in CQ and Breakthrough to ensure that players do not spawn outside of the Combat Area, or too close to flags which aren’t controlled by the players Faction.
  • Mercury - Players will no longer get stuck in the gap between the barbed wire and the sandbags.
  • Mercury - The door interact prompt is no longer displayed when a specific door has been destroyed.
  • Operation Underground - Base files added ahead of the maps release in October.
  • Rotterdam - Fixed an issue that would sometimes cause players to vault when jumping through a door opening.
  • Rotterdam - Players will no longer be able to vault on small street curbs.
  • Global - Fixed a faulty collision on the Trucks flatbed cover
  • Combined Arms - Fixed an issue where AI Soldiers would not detonate AP Mines
  • Firestorm - Players can no longer fall under the map near the Minerva Docks
  • Firestorm - Fixed an issue that would make textures pop in if a dead player would switch between different players while spectating.
  • Firestorm - Improved revive interaction, ensuring that it now triggers when the interaction pops up.
  • Firestorm - Revives are now more reliable. We’ve ensured that interactions will no longer be interrupted when aiming straight at the soldier.
  • Firestorm - Door barge is now working smoothly, and you should find that you’re less likely to get blocked when sprinting at a door.
  • Firestorm - Interactions with Doors will now take priority over interactions with nearby dropped weapons.
  • Firestorm - Airplane exit velocity has been fixed. You will now exit the airplane whilst maintaining velocity, instead of dropping down.
  • Firestorm - Made the non-interactable doors in the dome indestructible, as this would lead players below the intended playable area when going through them.
  • Practice range - The M1907 now has the correct ammo count.
  • Spectator mode - Added “SHOW PLAYER OUTLINES” that now allows spectators to display the outlines for all players, or for a specific team, instead of only for a selected squad per team.

Weapons

With this months update, we’re delivering further changes that focus on adjusting the behaviour of players who are firing when Prone, as well as a balance pass on Sidearms. We have increased the damage to make them more attractive gameplay options, instead of only being used as close range finishers. With the exception of the Mark VI Revolver, Pistols are now generally better options for distances beyond 12 m.

Ruby:

  • Increased 4 hit kill range from 7 to 12 m
  • Increased 5 hit kill range from 12 to 22 m
  • Above 22m, the Ruby will require no more than 8 bullets to kill a player at Range

P08 Pistol, P38 Pistol, Repetierpistole M1912:

  • Increased 4 hit kill range from 12 to 22 m
  • Above 22m, these Pistols will require no more than 7 bullets to kill a player at Range

M1911:

  • Increased 3 hit kill range from 7 to 12 m
  • Increased 4 hit kill range from 12 to 22 m
  • Above 22m, the M1911 will require no more than 7 bullets to kill a player at Range

Mk VI Revolver:

  • Decreased 3 hit kill range from 30 to 22 m
  • Decreased 4 hit kill range from 50 to 30 m
  • Now turns into a 6 hit kill starting at 50 m

General Weapon Changes

  • Reduced the horizontal free aiming angle when prone by 40°, this means the slowdown when turning too much will now kick-in earlier.
  • Fairbairn Sykes - Added blood effects on the weapon following a takedown.
  • Gewehr 1-5 - Increased vertical recoil from 1.22 to 1.42 and reduced muzzle velocity from 620 to 580 m/s. This is to make it a bit harder to use this gun at longer distances, in order to better balance out its strength at close and medium range.
  • Karabin 1938M - Reduced vertical recoil from 1.44 to 1.25. This weapon is intended to be an easier version of the Gewehr 43 at the cost of slower reloads, but so far the advantage in recoil was not quite good enough, and so we’re making this tweak to balance that out.
  • Kar98K - Fixed an issue with the reload animation while being in ADS, and having the bi-pod specialization active.
  • MP28 - The Jäger skin now properly shows on the extended mag.

Gadgets

  • Smoke VFX used to identify friendly or enemy artillery barrage now uses custom color settings to help with colorblindness.
  • Active friendly flares now have their spotting radius visible on the minimap
  • Enemy Spawn Beacons now display enemy nametags when looking directly at them inside of 8m.
  • Improved the deployment of Ammo and Health crates, which could sometimes be deployed below the ground under certain circumstances.
  • Added a sound to opening and closing the lid on the ammo and the health crate
  • Increased maximum throw distance of health and ammo crates when attempting to throw it further by aiming higher.
  • Players will no longer be overly slowed down prior to using throwable gadgets and weapons, such as Grenades, Throwing Knives, Ammo/Bandages, and Crates. Similarly, self healing actions will no longer interrupt sprinting.
  • Fixed an issue where the spotting scope would prevent sprinting when the player presses the fire button without zooming.
  • Fixed a pair of issues related to stances, which were preventing soldiers from being reliably spotted when using the Spotting Scope.
  • Fixed a minor flickering issue around the sides of the Aperture sights when ADS.
  • Fixed an issue where friendly and enemy spawn beacon world icons would show through any wall, and ensured that the icon will no longer disappear when within 5m of the gadget.
  • Fixed an issue where the self-heal pouch indicator would remain grayed out when receiving a new pouch.
  • Fixed an issue that would not let players pick up sticky dynamite from some surfaces when attached.
  • Fixed inconsistent damage between Axis Impact Grenade and Allied Impact Grenade, now both deal 65 damage within 2m.
  • Fixed an issue that caused various sounds to not play when deploying and using the ammo or health crate.
  • Fixed an issue that would cause flares to do damage to players even after they had finished burning in some cases.
  • Fixed an exploit caused by flare guns and all variants of smoke grenades which caused repeating Spotting/Unspotting behaviours. This unintentionally resulted in players receiving spotting score for targets inside of smoke effects every second.

Vehicles

  • The Tank weapons and abilities HUD is now properly shown without the player needing to use them or changing seats.
  • Players firing their weapons from the passenger seat should now always play its animation properly.
  • The Blenheim MK 1 no longer automatically replenishes it’s 50.cal ammunition.
  • Fixed an audio issue which caused for vehicle repair sounds to be lower than expected, especially in First Person (the sound was obstructed even for the person in the vehicle).
  • Fixed an issue that would cause vehicle decals to disappear at certain close distances.
  • Fixed an issue that would cause damage to free spawned unused vehicles on the map after 2 minutes.
  • Fixed a rare issue that would make some vehicles to suddenly disappear.
  • Improved revive interaction consistency when there is an elevation difference between players.
  • Improved revive interaction consistency between different player stances.
  • The revive interaction prompt now only shows if the revive interaction is actually possible.
  • Increased the aim angle necessary to revive a friendly player to 30° from 20°.
  • Decreased the aim angle necessary to pick-up a weapon on the ground to 20° from 30°.
  • General consistency improvements to sliding when turning and losing speed.
  • Increased sliding activation consistency, the time allowed between two button presses to trigger a slide is now longer.
  • The soldiers swimming state is now properly triggered if the players falls down into the water from a large height.
  • Fixed an issue where quick-throwing an ammo or health pouch when spotting a friendly player had a different throw angle than when pressing the gadget slot key to throw which resulted in fail throws.
  • Fixed the position of the repair tools flame VFX.
  • Fixed graphical issues with the Stormchaser and Bergsteiger cosmetics.
  • Fixed an issue where the player could get stuck in man down state if revived when the timer is about to run out.
  • Fixed an issue where the player could remain stuck floating in the air, if revived on a surface that gets removed during the revive (a vehicle, a destroyed bridge etc…).
  • Fixed an issue which could cause the camera to be misplaced as players climbed ladders with certain gadgets equipped.
  • Fixed an issue that could cause players to end up in an infinite dead state without being able to redeploy.
  • Fixed an issue where the player could switch to the Syringe after reviving a player while selecting the AP Mine.
  • Fixed an issue where the player could switch to the bomb after reviving a player near a Rush or Airborne objective.
  • Fixed an issue where the player could end up in man down state while being alive following a successful revive.
  • Fixed an issue where the Medic’s Swift Effort trait was not providing the advertised increase to sprint speed when spotting a downed friendly.
  • Fixed an issue where minimap icons would appear when enemy players were tossing a Bandage to other soldiers.
  • Fixed an issue that caused a graphical artifact when a player using The Nachtigall headgear entered into a ragdoll state.
  • Fixed an issue where the lean and peak over animation could not be seen after 50m.
  • Fixed a rare issue where hit detection could fail on soldiers changing stance (specifically when going prone)
  • Fixed an issue where barging through a door while sprinting would get delayed when hitting the door
  • Fixed an issue where interacting with a door would be impossible if an AP Mine, a sticky dynamite or an AT Mine is placed next to it.
  • Fixed an issue where barging through double doors would not be possible when aiming exactly between both doors
  • Fixed an issue where certain animations were not correctly replicated when a player was entering the screen’s view (such as grenade throws).
  • Fixed a rare issue that would cause the players weapon to not reappear after defusing an M-COM.
  • Fixed a rare issue that would occur if a player squad spawned on a soldier that was parachuting and was already close to the ground, which would result in a fall to death. The spawning soldier will now properly get their parachute activated and land safely

Interface and Experience Improvements

For this update, we’ve invested energy into improving the readable information displayed to you on the screen during gameplay, and looked to ensure that you’re better aware of places and players nearby that can be of support to you, or are in need of your assistance.

As a non-medic, when low on health or when requesting health (through comrose or “spotting” a friendly medic player):

  • Nearby friendly medic players show on the minimap with a blinking health icon.
  • Nearby friendly health crates and health stations blink on the minimap.
  • Relevant nearby health sources world icons become sticky to screen edge and show distance to the ammo source (medics, health crates, health stations).
  • Friendly medic players are easier to identify in the world, their kit icon becomes visible from further away, and the distance to them is also visible.

As a medic:

  • Players that are low on health passively show a “Request health” icon in the world and minimap up to 18m away, this distance also matches the Bandage throw distance.
  • Players that request health by spotting a friendly medic or using the comrose command increase the distance visibility of that icon allowing medics to see the request up to 40m away.

As a non-support, when low on ammo or when requesting ammo (through comrose or “spotting” a friendly support player):

  • Nearby friendly support players show on the minimap with a blinking ammo icon.
  • Nearby friendly Ammo Crates and ammo stations blink on the minimap.
  • Relevant nearby ammo source world icons become sticky to screen edge and show distance to the ammo source (support players, ammo crates, ammo stations).
  • Friendly support players are easier to identify in the world, their kit icon becomes visible from further away, and the distance to them is also visible.

As a support:

  • Players that are low on ammo passively show a “Request ammo” icon in the world and minimap up to 18m away, this distance also matches the ammo pouch throw distance.
  • Players that request ammo by spotting a friendly support or using the comrose command increase the distance visibility of that icon allowing the Support class to see these requests up to 40m away.

When low on Vehicle health or when requesting repairs (through comrose or “spotting” a friendly support player):

  • Nearby friendly support players show on the minimap with a blinking wrench (repair) icon.
  • Relevant repair source world icons become sticky to screen edge and show distance to the repair source (support players).
  • Friendly support players are easier to identify in the world, their kit icon becomes visible from further away and is temporarily replaced with a wrench (repair) icon, the distance to them is also visible.

As a support (owning the repair tool):

  • Vehicles that are low on health passively show a “Request repairs” icon in the world and minimap up to 35m away.
  • Vehicles that request repairs by spotting a friendly support or using the comrose command increase the distance visibility of that icon allowing the Support class to see these requests up to 65m away.

Additional Improvements:

  • With this update, we have fixed the issues introduced in 4.4 that was causing the latency numbers to display incorrect values on the scoreboard. Thanks for your patience whilst we restored this back to its normal working order.
  • Health and Ammo Crates now show a world icon that is visible up to ~30m.
  • Health and Ammo Crates are now marked on the minimap with an icon.
  • Enemy Health and Ammo Crate icons are only visible if the player has line of sight on the crate.
  • The player that can receive an Ammo Pouch or a Bandage will now show a contextual throw indicator.
  • Aiming directly at friendly players will now be taken into account to calculate the priority pouch receiver in a case where there are multiple potential receivers (on top of looking at current player health/ammo, distance to player and requesting players).
  • Added an agnostic Request Icon visible on minimap.
  • Adjusted the size and readability of the Request icon visible in the world to use more space in the circle.
  • Request Icon is now more responsive, updates more often and will appear, disappear faster.
  • Fixed an issue where the Request Icon would sometimes not properly stick to the edge of the screen.
  • Repair request icons now show with a wrench icon instead of a tanker icon.
  • Players using the “Request Ride” command now show with a vehicle icon instead of a tanker icon.
  • Friendly squad leaders now also show the direction in which they are looking on the minimap, represented as an arrow.
  • Fixed an issue where downed players would not be marked with an “x” icon on the minimap.
  • The “Request Ammo” world icon is no longer visible when the player is barely missing any ammo (unless a support is within 18m distance of that players AND directly looking at that player).
  • The “Request Health” world icon is no longer visible when the player is barely missing any ammo (unless a support is within 18m distance of that players AND directly looking at that player).
  • The “Request Health” world icon is now properly removed as soon as the player receives healing from a healing source.
  • Increased the visibility of friendly vehicle health bars to 50m (from 10m).
  • Looking at a friendly soldiers directly over any distance will now always show the kit icon over any distance
  • Default friendly soldier icon and name tag opacity while zooming is now 60% (this change will only apply to new option profiles and resets)
  • Spawning for free transport vehicles have been slightly overhauled. Free vehicles will now more aggressively de-spawn, and they will automatically re-spawn regardless of player proximity. This should mean that players can now more reliably and consistently get access to free transport vehicles from their designated spawn position (often the main HQs).
  • We have changed the deploy screen UI to enable better readability for free transport vehicles. There is now a 1:1 vehicle representation of free vehicles and Stationary Weapons, which allows players to make informed decisions on where they can deploy and find a free vehicle.
  • Added new gameplay options for danger ping marker that allows transparency to be scaled in hip-fire, and while aiming down sight. These options are called "DANGER PING OPACITY" in the "DEFAULT ICON OPACITY" and "ADS ICON OPACITY" section under basic gameplay options.
  • Danger ping marker icon also now becomes invisible when looking directly at it to prevent the marker from blocking sight on an enemy target hidden behind the marker. The danger ping marker transparency starts scaling down when the angle between the marker and the player's aim is lower than 15°.
  • Dogtags that are unlocked during gameplay are now properly shown as an awards pop up.
  • Corrected the S2-200 Proficiency VI assignment to match the description.
  • Corrected the MAB 38 Proficiency V assignment.
  • Added the Panzerbüchse 39 icon on the statistics screen.
  • Friendly downed players are marked with the x icon again.
  • Teamkills are no longer possible if a player destroys a vehicle that a teammate has just exited.
  • Did you know that Peanutbutter and pickled cucumber sandwiches is an actual thing?!
  • Fixed an issue where soldiers could sometimes not be spotted while clearly visible in certain stances.
  • Fixed an issue that was making it difficult to sometimes pick up items from dead players.
  • Fixed an issue where danger ping marker would sometimes become very hard to see when aiming down sight due to being affected by objective icon opacity and friendly opacity.
  • Fixed an issue where the “Request repairs” world icon would show up for any player when requesting repairs through the comrose including players that cannot repair.
  • Fixed an issue where Request Icons would show for all players that are missing any ammo or any health when looking at a player that is missing any ammo or any health.
  • Fixed an issue where the “Request repairs” world icon would never show up when the vehicle is low on health.
  • Fixed an issue where the vehicle health bars would never be visible if the vehicle crew contains a squad member.
  • Fixed an issue where the spawn beacon’s health would display the health of the Spawn Beacon owner.
  • Fixed an issue where Friendly vehicle icons would become almost invisible over distances.
  • Fixed an issue where friendly stationary machine guns world icons would not be occluded through walls.
  • Fixed an issue where enemy stationary machine guns world icons would not be occluded through walls.
  • Fixed an issue where world icons for vehicles, stationary weapons and Spawn Beacons would transition to LookAt behavior from a too wide angle.
  • Fixed an inconsistency on spotted enemy icons when spotted with different spotting gadgets (Flare Gun, Spotting Scope etc).
  • Fixed an issue where the comrose or reinforcement menu would instantly close if assigned to any mouse buttons.

PC Specific Improvements

  • My Company - Weapons that have a long name are now clickable on hover.
  • Fixed a crash that was caused by playing a game mode, and then switching to Firestorm while having DXR and DLSS enabled.
  • Fixed an issue with the mouse not working properly in the menus if a gamepad was connected.

What’s being worked on for Chapter 5?

  • The Pacific
  • Private Games
  • Further improvements to Game Performance and Stability

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

Update 4.6 - Availability Times

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.

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

Originally posted by dkb_wow

What happened to the "8 or 9 pages" of patch notes:

https://twitter.com/JaqubAjmal/status/1175043267970392064

Edit: I think it's hilarious the Dice dude decided to respond to THIS comment of all things, just to defend his Twitter post, and leaves all the real questions hanging. Hasn't responded to anything in 5 months, but my shitpost seems worthy of a reply. Downvote me to the shadow realm though.

Nothing happened to it. It is 8-9 pages in word. We don’t use Reddit to create the documents.

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

Originally posted by des0xyn

" Did you know that Peanutbutter and pickled cucumber sandwiches is an actual thing?! " I see you Mr. @JaqubAjmal

👀

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

Originally posted by dkb_wow

Then why even praise how long the patch notes are in the first place? You know how saying shit like that gets people overly excited when we're constantly starved for information. It's just like the whole "we're delivering Operation Underground in 4.6 in September!" thing when it's actually "We're delivering the Operation Underground FILES but you can't play til next month". I'm nitpicking because I'm f**king frustrated dude. Everyone is.

It’s not praise. I always mention how long the patch notes are on Twitter once they are completed. The people that have been following there know that patch notes recently have been around 4-5 pages, so this one is quite big compared to many previous ones.

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

Originally posted by dkb_wow

I see now. Thanks for responding. Now if only you guys would respond that quick to actual questions and concerns about the game. Speaking of, 10 months ago we were promised that the team was working on team number balancing as its top priority. Since I have your attention, what ever happened with that? I bet you won't respond. Surprise me, please.

I can only speak on topics that I am responsible for, which is patch notes and working with the team to address bugs. I do understand your frustration thought but do know that we are doing the best we can.

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

Originally posted by colers100

What exactly happened to those " Changes to MMG Gameplay "

Or is Dice's preferred fix to the overly restrictive playstyle of MMG's to make them even more restrictive and to assure both sides experience rectal cancer in equal measure? Because I really don't see what else the bipod change intended to do

We've focused on first altering Prone Gameplay. We have also explored a change to Bipod behavior but we want to do some more exploration on this first. We're conscious that changing too much on this could send the MMG gameplay wildly off the other end of the scale rather than bring it more fairly into balance.

Coupled with the changes we made last month to Recoil with MMG's, we're keen to see how this affects prone MMG behaviour first and then we'll continue to monitor and tweak further.

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

Originally posted by JollyJustice

It’s actually 7 pages in word. And that’s including the into and ending.

Maybe you are using a smaller font? There are many factors. The page numbers is based upon what I use as default. If it’s really important I can write the font size and font name the next time I announce that patch notes have been completed.

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

Originally posted by needfx

I obviously didn't read anything yet since it's just been posted...But it looks like this patch is huge. And just for that:

GGDice!

EDIT: Allright, I just finished reading the patchnote. This is impressive, I ABSOLUTELY LOVE those UI improvements (mmm I wanted some of them since the release, so yeah, I'm really glad). Those UI improvements were needed since release and I'm convinced it would have changed how attrition was perceived by players.

Looking forward to seeing those live tomorrow :-)

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

Originally posted by kna5041

Did you know that Peanutbutter and pickled cucumber sandwiches is an actual thing?!

Yes, they are also better with bacon.

How many good things do people want to ruin in one action?

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

Originally posted by sirdiealot53

Players will no longer be overly slowed down prior to using throwable gadgets and weapons, such as Grenades, Throwing Knives, Ammo/Bandages, and Crates. Similarly, self healing actions will no longer interrupt sprinting.

Big if true

Very true :) Those were annoying me quite a lot as well!

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

Originally posted by ToxicWaste87

This annoyed me very hard as most time medic. Hope this works as intended

You'll let me know tomorrow :D

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

Originally posted by qlimaxmito

Fixed a rare issue that would make some vehicles to suddenly disappear.

Disappear as in despawn or as in turn invisible?

/u/jaqubajmal

AFAIK it’s the bug where you are driving and suddenly you end up on foot, then when you look back to see where the vehicle is, it’s gone. It was kinda rare, I’d say if you play Battlefield V everyday you would run into it maybe 1-2 times a week.

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

Originally posted by Lets_be_stoned

Not if you're European for some reason! I was at Windsor Castle in England and walked into every single restaurant to ask if they had pickles (I was really craving one) and most of them didn't even know what a pickle was. They called ALL pickles gherkins.

It varies around the Nation. Pickled Cucumber is largely acceptable, Gherkin is more common. Pickle is a Chutney of sorts otherwise here in the UK.

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

Originally posted by NjGTSilver

u/partwelsch

Can you please clarify the ping issue fix?

The patch notes indicate that “incorrect ping was displayed”. This could be interpreted as the fix being made to the display value, rather than a fix to the issue that was causing high latency for players.

Can you please confirm if the latency issue was actually fixed, or if the ping indicator was simply altered to give the impression of a lower ping.

What was expressed to me was that with the update, the behaviour of the systems relating to latency have reverted to their previous state. I'm told the issues primarily related to the information that was displayed to you. Natrually you'll be best placed tomorrow to tell us how you feel it behaves and changed for you following the update.

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

Originally posted by Knoobnation

Perhaps it's my mistake but I'm sure I've witnessed it in game since.

Fixed in 4.4 - there are still instances where depending on if you've done Collat damage, or attacked someone between heals that the number may appear to go over 100, but since the 4.4 updates we've seen behaviors that suggest this is working correctly.

If that's not been the case for you, please do send myself and Jaqub some videos where you've found it occurring.

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

Originally posted by Wargreymon559

Yes handguns got buffed

I'm really looking forward to not using the Revolver for once!

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

Originally posted by RitziLauda

I went over half a year without experiencing it and then had a round where it happened three times.

Yeah it’s a strange one.

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

Originally posted by NjGTSilver

I really hate that my immediate thoughts were:

1) “holy crap, that’s a lot of bug fixes and QOL improvements, awesome!”

2) “uh oh, I wonder how many new bugs we will get after this patch”

One of the key reasons why we're less upfront about the release dates of our Updates now is because we're serious about reducing issues, and maximizing our time testing for quality. If at any stage during the testing we find something that is going to cause issues, we're not releasing it.

Natrually, the environment we test in isn't going to always be the pure and perfect 1:1 replication of the live environment that we need in order to eliminate every possible issue and bug that can be shown post launch, but our expectation is that we're going to have less instances of 4.0 styled patches now.

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

Originally posted by Dust13unny

Lots of good UI changes. Thank you!

I'm a big fan of the work that Florian and the team did to make this part happen. It's going to help people make better use of the resource around them and keep them in the fight longer.

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

Originally posted by styxracer97

u/PartWelsh , whats the patch size for all the systems?

PC - 12.1 GB

PS4 - 7.5 GB

Xbox - 7.5 GB

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

Originally posted by Digriz_

U/partwelsh

Howdy, won’t the changes to MMG’s like: increasing recoil %110 (was it?) and making prone less profitable, combined with the guns having an almost complete lack of hipfire make them borderline pointless/unusable? They seem as if their main purpose, which was proning/ads are being nerfed into the ground. I’m sure more players would run and gun if it were possible with MMG’s. Are the team open to adding hipfire back to that class of weapon?

None of our changes are ever the end of the story. If we feel that the changes we've made both here and in 4.4 are too strongly limiting or affecting players, we'll revisit them.

Similarly if other changes elsewhere cause for MMG Play to suffer as an indirect consequence, it'll still prompt us to take another look.

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

Originally posted by 00juergen

Sounds like an impressive qol update along with Al sundan finally. Really interested to see how the UI changes play out!

Just a tip: you should at least announce that you're planning to release an update in a specific week. The Trello board strongly hinted at this, at least for me, but this community is not exactly patient anymore. Even a delay is probably better than no communication at all as people will just make all kinds of assumptions and you get the same kind of flame as with a delay.

I can understand and respect that. The challenge we face is that we want to release our update the instant that we're confident we've eliminated any outstanding issues and achieved our standards of quality. If we're discovering issues late on during that process, it would cause us to be in a situation where we might continue to move the date and make matters worse.

As a made up example, imagining that we could have published the update last Tuesday, but discovered an issue that we weren't happy with during final tests - then we would have delayed till Thursday to fix it. If we then couldn't find the fix in time, our next opportunity would have been Tuesday, and so the pattern continues.

(The above not including the certification processes conducted external to ourselves when delivering the update to our partners at Sony and Microsoft)

If the week prior to that, we would have communicated our intended date, we would have ended up messing you around an awful lot with communication in an attempt to deliver quality. It's ultimately not what we want, but right now we're prioritizing delivering quality, stable, good content updates which means that our room to communicate exact dates will suffer in the short term. Long term, we'll hopefully be in the position to do both.

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

Originally posted by NjGTSilver

Thank you, this makes sense.

(not sure why this detailed explanation is being downvoted though)

It's Reddit Tax. I don't take it personally, I respect that folks are mostly just expressing frustration by smashing in the downvotes - but it's a shame that it can occur in places where there's an answer to the question as this often causes Reddit to hide the response.

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

Originally posted by KillerCh33z

Self heal pouch sometimes shows up as an ammo pouch and vice versa.

This fix was in a patch a LONG time ago but it didn’t actually work.

We're looking at it again I think we know what the actual issue is, no fix for the 4.6 update sadly.

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

Originally posted by Enchilada_Nacho

Any word on the shuffled assignments and inability to discard assignments?

AFAIK, Chapter TOW XP and Class/Weapon Assignments cannot be discarded. However there's a separate tier of Assignments which are generated under certain circumstance and provided to players as a method of earning additional CC which can be. Which assignments are you looking to discard?

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

Originally posted by Heptonite

Looking forward to the UI changes the most, having health/ammo crates actually show up on the map like the previous games and having the icons for them actually display on screen. Readability has also been an issue so I'm hoping it really is improved.

The pistols being buffed is a major change too, in BF1 the pistols were so good (highest kill weapon was actually the 1911 across ALL my weapons for me) but in this game they're so lackluster. Glad to see they've been buffed.

Having those crate icons was long overdue :)

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

Originally posted by Lets_be_stoned

Honestly I'm just happy I can now say my first interaction with u/PartWelsh was about pickles!

I'm a big fan of Pickles. Criticise McDonalds all you like, but I love a good liberal application of Pickles on a Dollar Menu Cheeseburger.

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

Originally posted by elijahwouldchuck

Anyone else worry their minimap is gonna be too cluttered with all the new stuff on it? I was good with the way it was

We'll be monitoring for this kind of feedback, but we're happy with how it played during the last few months that we've had it in testing.

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

Originally posted by colers100

Also, regarding the Trench carbine:

f**k you, f**k you guys from the bottom of my heart. Throw the bastard doing the ToW out of the f**king window so he may never ever ruin a game again.

This is disgusting opportunism and you guys f**king know it. YOU guys fail to deliver content that YOU promised us in no uncertain terms, put it delivery ready in 4.4 to the point it was even in the f**king files and kits (As in this thing is 100% ready and can be deployed serverside at Dice's convenience). But why didn't we get it? Because you guys goofed at the eleventh hour and had to rapidly alter a week, snubbing the C96 Carbine.

And would you guys act with anything vaguely resembling human dignity? Would you own up to your error in a meaningful way and either extend the biggest disappointment of a chapter yet (I mean, looks like we were having 2 interim weeks anyways so please, by all means, provide me with your bloody excuses) so we could earn it in Week 13, or just give it to us as an apology?

No, what you can't deliver today you'll shamelessly use as a buffer tomorrow, so you can stack yet more content into the vault that by this point is so f**king filled that at the current rate of emptying it we may be rid of a codebase filled with asset-complete weapons, gadgets and vehicles by the time 2022 comes around. I mean for f**ksakes lads we've gotten 3 vaulted items in 6 months! And the entire 5v5 branch has ALSO been chucked into it!

You guys have no shame. This confirmed it. I fully expected the C96 to be given as perhaps a christmas or halloween reward, or a Y1 anniversary reward. but this? This is disgusting. Though datamines are to be taken with a grain of salt, they are a archive of developer intend. And what we know shows that this wasn't the original plan, and that something else is getting taken from the lineup because you guys lack the integrity to own up to your own failure to deliver

Our original plan for the Trench Carbine had to change because of the delay to the 4.4 Update. It caused for there to be a gap in the week where the Weapon should have been the reward, but couldn't because the necessary files weren't in place.

In order to change that, we would have needed to create a new Tides of War week to replace it, and install the correct logic for it (plus test that). This would have further delayed the launch of 4.4 to achieve that. Given the quality of life fixes and content that we had available to us, we decided to launch the update, but we have worked to get the Trench Carbine out to players as soon as we could.

I can't make you any less angry than you are about this, only you control that.

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

Originally posted by userename

Friendly spotting flares are now visible on the minimap! Thank you Dice!

<3

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

Originally posted by toxicity69

Yeah, the swipe functions are not enabled with the default button layout. I noticed them when I went to switch to a custom layout. They're very useful.

I’ve escalated the request. I don’t have an ETA on when/if it will return (it being in-game was actually a bug, if I recall correctly, so it was fixed in the last update - which removed it.)

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

Originally posted by sartajv

Nothing is ever ruined with the addition of bacon!

fact

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

Originally posted by 6StringAddict

I don't mind proners, they're ez headshots for me.

I go for the Cricket Bat where possible.

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

Originally posted by colers100

which brings us to option 2.

Just give it.

And we actually have ample evidence that this was a complete possibility as the weapon was enabled within the kitfiles. Its the simple old rule of "You make up for failed promises when possible, not when expedient"

Again, more complicated.

Weapon Models/Skins can exist in the files - and they can exist as playable content for modes not related to Multiplayer.

In Multiplayer, your weapon has to have Assignments, Working Progression, and Specialisations. It also needs to be appropriately balanced damage wise (across all Specialisations Variation) to add to the playstyles offered in the game.

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

Originally posted by BlackKray_

whens the next tides of war?

We'll have Weekly Challenges back during Battlefest. Tides of War otherwise returns with Chapter 5.

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

Originally posted by dordoka

Are sound issues ever gonna be fixed? Can you please confirm? Thanks

/u/PartWelsh /u/Braddock512 /u/jaqubajmal

What are your sound issues? Stick some detail here and myself and /u/jaqubajmal can look into it.

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

Originally posted by Claudeviool

If i cant melee ppl bow with pickled cucumber and peanutbutter sandwiches.. ill stop playing

Please don't give /u/jaqubajmal ideas!

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

Originally posted by faddn

Learn to hotfix, role back or disable... And no reason major bugs like Firestorm looting should be in the game for months.. Find a fix and send out an update next day like other developers would do.

That's why people stop playing your game, you never fix broken shit before it's too late, you just promise "soon".

We have deployed Hotfixes in the past, and we were exploring doing it here too for these issues. The reality is that the Hotfix would have required resource to implement, which would have delayed the release of this update. Knowing that there would be a likely chance we could release a bigger, and better update on the 26th vs. having that slip into October meant that it was in the best interest of the game to keep focus on the next update.

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

Originally posted by n8koala

1 year later other pistols are relevant.. Time to return to my love, 1911.

The EA Access Silver Pistol on Xbox is a joy to look at. Will be nice to have it out again!

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

Originally posted by iChronox

Hello!

Can you please put this info in the main Post, ty ! :)

Done

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

Originally posted by shteve99

Bring out the Branston.

Patak has a cracking range of Chutneys and Pickles (beyond Mango).

Love a nice Aubergine Pickle.

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

Originally posted by joebonekenobi

/u/partwelsh thoughts on the latest Westie video? Words like cowardly and pointing out that you failing as a CM?

I was talking to him late last night whilst his video was rendering and uploading. He's not calling me cowardly, he's calling the practice and our communication standards as cowardly - he's frustrated (as many are) that the standard of communication has reached this state, and I believe his criticisms to be fair. He's a good guy, and he's not as you've painted him there.

We've set expectations that haven't been met, and we haven't been responsible enough in helping to manage and reset them sooner. I'll continue to ensure that the results of the past few months are used to better inform decision making going forward.

I'm otherwise not in a position to take away his, or any one elses anger at the situation.

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

Originally posted by justlovehumans

No fix for firestorm loot?

It's fixed