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

Hi folks,

As mentioned in yesterdays post regarding the delay of Conquest for Al Sundan, I volunteered to come back and provide some insight about what to expect in next weeks update. We're working with the teams to confirm exactly when we'll be deploying the update, and once we have that locked in, we'll return with the full update notes and information about anticipated sizes, as well as if we'll be requiring any downtime to deploy the update.

Please note that the following changes are a preview of what's included in next weeks release, pending confirmation from our QA Teams. Full update notes detailing all changes will be provided next week ahead of the deployment


Vehicle Changes (Preview)

  • We’re happy to say that we’ve fixed the issue that was causing for Plane noises to unnecessarily linger following flybys.

  • We’ve also corrected a couple of issues relating to the Churchill Crocodile tank, the most significant being that you’re now able to repair the Turret after it’s been disabled.

Weapon Changes (Preview)

  • There’s been a couple of changes to the Boys AT rifle in this update. The magazine can now be supported with one additional round in the chamber (Making the Ammo Capacity 5+1), and the Medium Range scopes are now correctly displaying a glint.

  • Improvements have also been made to Bipod Detection, and you should find that these deploy more reliably now across all weapons that use them.

Changes to Health & Ammo Crates (Preview)

  • We’ve seen a good response to the recent changes made to Health & Ammo Crates and have made a few further tweaks to them in this update. You’ll now find that players who have selected the health and ammo crate can be seen by other players to be physically holding it in one hand.

  • We’ve increased both of the deployed radii to 4m and the Ammo crate will now provide both Primary and Secondary ammo (with scoring now offering values similar to the Health Crate).

  • We’ve also changed the collision behaviour of both crates so that they can be placed on vehicles, and stick during movement (long live the heal-mobile!)

Changes to AP Mines (Preview)

  • AP Mines. They’ve been a wee problem child for a while now but with this update we’ve made some changes to help address the issues faced by players. We’ll share the full updates around this in the update notes next week, but the key headlines are that we’ve changed the placement and activation behaviours.

  • With this update, you’ll now find that only 2 AP mines can be placed per person, and that they can’t be placed within 3.6m of each other. They’re also unspawned on death (provided you are not revived).

  • Concerning activation, the explosion delay has been increased to 1s (from 0.7s) with the explosion itself no longer occurring beneath the point of detonation. This means that if you’re quick enough, you’ll be able to prone and avoid blast damage.

  • There are other changes featured in next weeks update notes which speak to the increases in blast radius, and the increase in activation radius. AP Mines are still dangerous, but you’ll now have a new opportunity to evade them if you’re fast enough.

Fired Explosive Gadget Changes (Preview)

  • Changes have been made to fired explosive gadgets when used against infantry.

  • The scenarios in which you’ll encounter a One-Shot-Kill have been reduced, and the ability to throw back grenades has been added for the Rifle Grenade Launcher only.

  • Explosives fired from this weapon specifically will now behave more similarly to thrown grenades.

  • We’ve also improved the hit detection on incendiary grenades to better match what you see in the game. You should encounter less spontaneous combustion going forward.

Downed State Changes (Preview)

  • Players electing to Bleed Out can do so faster, with the time now reduced to 2.5s. Note that this won’t affect your overall time to redeploy in Parrot Cam, or Spawn Screen, but will enable you to enter this state faster.

  • Players preferring to Hold On for a Medic, now have 25.6s of hold time during the downed state, increased from 21.33s.

Firestorm Changes (Preview)

  • Firestorm players will find that Weapon Skins will now apply when playing the mode, per your Company selections.

  • We’ve also been able to incorporate Manual Leaning to Firestorm, following their introduction to Core Multiplayer last month.

  • The Commando Carbine, VGO and LS/26 can now be found on Halvoy too.

TDM Changes (Preview)

  • Team Deathmatch fans will find that we’ve changed the layouts on Aerodrome, Devastation, Narvik, and Fjell 652. We have some pretty detailed notes coming through on this that we’ll share alongside the update notes when they drop next week.

  • The goal of these changes are to increase the intensity and give people a more consistent experience when playing team deathmatch overall, by reducing the size of combat areas and also putting the focus on specific map locations.

Frontline Changes (Preview)

  • We’ve also revisited and made some initial changes to Frontlines that hopefully help to encourage better objective play in the mode. We’ll be keen to give this a good deal of focus during Tides of War in Chapter 4 to learn more about how this changes player behaviour on the mode.

  • The areas we’ve focused on for this update are changes to Round length, reducing instances of Objective “Ping-pong”, improving Accessibility, and changes to Vehicle spawning that ensure vehicles reach the shifting front line faster.


Don't be shy to tag me in the comments below if I can help to explain anything we've previewed today. I'll otherwise be back with the complete update notes next week.

Freeman // @PartWelsh

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

Originally posted by pvitti86

I understand. I just would have thought that this issue would have been included in the preview since it’s such a glaring one lol

It's absolutely a priority for us. Every single update we focus on offering improvements to all aspects of performance and stability, but until we've seen the patch behaving in a live environment we don't want to set any false expectations.

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

Originally posted by AcridSmoke

In my honest (and probably unpopular) opinion, the AP mines despawning-on-death is a nerf that goes too far.

For me, mines are like fortifications, they're impediments to enemy access to objectives/critical areas. If fortifications stay up when the builder dies, so should AP mines. The delay and the prone-dodge are perfect changes, the despawning is not.

I hope this aspect is revisited later, as with this change the AP mines effectively become little more than a tool a camper uses to save their six, rather than a crafty annoyance.

It's part of a series of balance changes not fully detailed in this preview. As volunteered in the post, they're still incredibly dangerous and even if you're not killed by one (instead opting to prone), you're placed into that disadvantage of being slowed down from your original destination. The team have worked carefully on this so that it's not simply viewed as a Nerf, and aspects like despawning only come into play when players aren't revived (encouraging more tactical placement, and less fire and forget).

If it's proved through gameplay that we've gone too far, we'll take more detailed looks at it and make further changes. Nothings ever a final judgement when it comes to balance.

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

Originally posted by bluntsandroses

u/PartWelsh:

-is 5v5 scrapped?

-Al Sundan will drop on Chapter 4 release with Breakthrough?

-will outpost get new maps?

Thanks.

We'll have more to say on the close quarters content that's coming to support Lofoten Islands and Provence later on through Chapter 4.

I'd need to check with the teams but presently we're exploring TDM and Squad Conquest for next week (if we can). That said, I was in a play test this week where we played the mode on Al Sundan, but we're still assessing and tuning the map to make sure it adds something of value to experience vs. just ticks a box. We probably have some more balancing to do before we get there.

Personally, I'd be keen to see if have new maps added. It'll be leaving rotation on Monday and next week I'll sit with the designers and ask that very question. I'll likely be back here with a Focused Feedback post to invite this type of stuff and get everyone's opinion on it.

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

Originally posted by Eddie666ak

Any (much needed) changes to the noob tubes, especially the PIAT? Seems strange putting so much effort into superb gunplay just to let people have insta kills with rocket spam.

Yep!

Changes have been made to fired explosive gadgets when used against infantry.

The scenarios in which you’ll encounter a One-Shot-Kill have been reduced, and the ability to throw back grenades has been added for the Rifle Grenade Launcher only.

Explosives fired from this weapon specifically will now behave more similarly to thrown grenades.

We’ve also improved the hit detection on incendiary grenades to better match what you see in the game. You should encounter less spontaneous combustion going forward.

(I'll edit the post to include this - I remembered that I'd typed it up, but missed it as I was formatting)

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

Originally posted by T_Meister

We’ve also changed the collision behavior of both crates so that they can be placed on vehicles, and stick during movement (long live the heal-mobile!)

So what you're saying is I can now load up my jeep like I'm going on vacation?

Yup!

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

Originally posted by nathanbforrest

Does this mean Frontlines is coming back or does it only address the Frontlines modes that are currently part of an operation?

We're going to look to feature and focus it for a week during Tides of War and that continue to assess what happens next.

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

Originally posted by Medragor

Thx for this preview @PartWelsh :)
But some firestorm player are really waiting for an complete change about the loot and inventory system, any news about it ?

We've announced it on the website. Preference for that will be to show it than explain it. Expect an episode of 'On The Battlefield' that shows it.

https://www.ea.com/games/battlefield/battlefield-5/news/ea-play-2019-battlefield-v-summary

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

Originally posted by aureliocr

/u/PartWelsh does that mean Frontlines is coming back for good?

It doesn't - but we'll put a focus on it one week during Tides of War.

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

Originally posted by silverballer

u/PartWelsh I'm still having the no unlocks issue on PS4. Is this something that's gonna be patched soon or am I just an isolated issue? I've played multiple games to completion and still didn't fix it.

I tried contacting EA Support and they just gave me a bunch of silly basic troubleshooting concepts to try, almost implying that it has to do with my internet.

Private message me your Case Number that was given to you by Customer Support so that I can get them to look into this.

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

Originally posted by South3rs

Nice! I’m really excited to see chapter 4 rewards and tides of war, going to be great!

I expect that we'll have articles up on the Battlefield Website that start to show that stuff next week. I'm hyped too, we have some solid weapons coming this Chapter.

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

Originally posted by HarrisonUKSF

Can we be expecting soldier dragging anytime soon or is that out the window? We haven’t heard nothing about that in a long while and have been waiting for it since it was mentioned at the reveal of Battlefield 5!

Soldier Dragging was confirmed as out of our designs a few months back. Sorry for that.

https://www.ea.com/en-gb/games/battlefield/battlefield-5/news/chapter-3-trial-by-fire-faq-part-1

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

Originally posted by Elite1111111111

Any chance Aerodrome is ever going to be changed at all for other modes? Still my least favorite map for Conquest.

Anything on transport vehicles taking an excessive amount of time to despawn/respawn?

We're always open to this stuff.

Priority right now is bringing you new content but as we wrap up our next deliveries ahead of Pacific launch, we'll be keen to understand the improvements that we can make to existing content.

Don't be shy to drop your suggestions here though as I keep this stuff documented.

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

Originally posted by AcridSmoke

Absolutely agreed, and I much prefer the fluid balancing your team has engaged in...newer weapons and vehicles often require revisiting older equipment to keep it relevant.

Sadly the downvote button is used as a disagree button (and you guys have seen your fair share of that).

I am painfully aware of what the downvote button is used for 😅

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

Originally posted by NotFedWell

That's completely stupid the PIAT is an RPG ... it SHOULD KILL on one shot.

If they've took damage previously and haven't healed up, they likely still will.

You're not wrong about the science of it, but if it's not fun it wants looking at.

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

Originally posted by ANEPICLIE

Sorry, can you clarify "features primarily through tides of War?" Breakthrough hasn't been particularly emphasized in tides of war, but nonetheless it's many people's favourite, and I expect second only to conquest.

Sorry I've been answering so many Frontlines questions today that I've crossed my wires - will edit my original post to remove that confusion

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

Originally posted by wahoo9518

I don't understand the wording, you're saying you played breakthrough on Al Sundan?

I have played a very early version of one possible iteration of it, yes.

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

Originally posted by RSPHardcoreGuy

Random question from an aspiring software dev, not trying to be hateful or anything, but why can't the team simulate a live build at DICE headquarters?

Couldn't you just have a room with something like 50 Playstations, 50 Xbox, and 50 PCS, see how it runs on all of them and use that as data for your live build results?

I honestly don't understand how bugs can vary between consoles, since the hardware and software should all be nearly 100% identical. PCs I can understand. But why is it so difficult for consoles?

We do lots of this stuff, both at the studio, and with our QA teams world wide. I'm simply told that it's just more complicated than having a mad stack of retail consoles run a different version of the game that's presently available to consumers. To my best understanding, that requires us to do a lot of testing on closed networks which will always be as close as possible to the real version, but ultimately it only takes one flap of the butterflies wing to have a knock on effect somewhere else.

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

Originally posted by T_Meister

We’ve also changed the collision behavior of both crates so that they can be placed on vehicles, and stick during movement (long live the heal-mobile!)

So what you're saying is I can now load up my jeep like I'm going on vacation?

You're god damn right.

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

Originally posted by Eddie666ak

Any (much needed) changes to the noob tubes, especially the PIAT? Seems strange putting so much effort into superb gunplay just to let people have insta kills with rocket spam.

We got you covered for sure :)

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

Originally posted by TheAverageSizedD

Thanks for increasing the downed state timer, it was too short before in my opinion

You will be able to skip faster or hold for longer moving forward so that will give you more options :)

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

Originally posted by KOMRADE_DIMITRI

  1. Thanks greatly for the AP changes. Seems now they'll be in a good place.

  2. Good golly these bipod changes were needed. Hopefully the MMGs dont randomly decide to not set up now. I appreciate this change a ton.

    Speaking of which, MMGs have been a hot topic lately with corner campers and a multitude of other complaints. My own personal view is that they are too weak in a suppressive role. Does the team have any considerations for possible tweaks to them?

It's something we're chatting about. I understand peoples frustrations with it but as with all things, I defer to the wisdom of my peers on how much the levers need pulling to get them back to somewhere where people are happy with them.

They're a lot smarter (and often prettier) than me.

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

Originally posted by Grimmjow500

Lets be honest this patch brings many new annyoing bugs! But my bigest question is way this game looks so blurred on console or pc?

Do you have motion blur turned on?

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

Originally posted by bran1986

Those AP mine and frag rifle changes sound fantastic.

They could be! As with all updates, we have a great deal of confidence going into the public environments with the changes that we spend time testing internally, and then we need to see how the mass adopts the change and react to it too.

I genuinely got giddy with excitement when Florian showed me the AP Mines stuff!

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

Originally posted by BFzoneFB

Will the place "dome" be added to Firestorm on the 27th as well as on the interactive map of the official site? https://www.ea.com/en-au/games/battlefield/battlefield-5/about/firestorm

mebe

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

Originally posted by aureliocr

/u/PartWelsh are there any plans to add the new skins to ALL the guns? These new skins have only been available for a select amount of guns, which is weirdly always the same (STG, Sturmgewehr, MP40, Sten, the new guns, etc) while all the other guns still have all the launch skins. It’s getting pretty stale

I'll share that feedback with the crew. Thanks for the suggestion.

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

Originally posted by Syndicat1927

Is there any chance that Outpost mode comes to all the maps?

All Maps? It's possible, but you'd need to understand that it's a lot of work.

If you compare Mecury CQ to Mercury Outpost you'll see that it's an entirely different configuration of flags/objectives and the vehicles are balanced differently.

If we were to add the mode to all maps, it would require a great deal of work, and in some scenarios we might find that the mode simply doesn't play well on the map.

My personal expectation would be no, but I'll be chatting to the folks who brought glorious Outpost to life next week and we'll see where we land for possible ideas with it for the future.

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

Originally posted by whyzinger450

i think you should fix the healing with in combat problem. no reason should i be getting 100, 105, 115, 120 enemy hits on one player because they heal as soon as shot at. thats a huge problem for me it happens every game. i know for a fact its only one player that im shooting but get 125 enemy hit like i did collateral damage. all the while being killed even though i had the draw and awesome recoil control and didnt miss a single shot. fix it please. im only assuming its the healing. but im forsure ive done more than 100 damage to enemy's. straight up no cover. just 6-7 perfect shots 110 enemy hit. but i die????? even though i did 100 damage before receiving 100 damage.

It's a UI bug that we thought we fixed last patch. That proved to be untrue.

Still working on this.

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

Originally posted by scottysurfshop

What ever happened to Squad Conquest being added for Mercury? I thought that was supposed to release alongside the map itself

We're planning to freshen up the Squad Conquest experience with new maps this Chapter so likely it's on the way. I haven't checked for this map specifically.

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

Originally posted by Dr-Pollanorme

Why are you changing Frontline mode if even right now is just impossible to play this mode? This changes sounds like a joke for the players like me who loved this mode...

Because we want the mode to routinely cycle in and out through Tides of War. If the modes going to be back for a limited time, we want it to receive the same care and attention as other modes so that the experience is fun and better for those that love it.

Also consider that we have Private Games on the way. One of the things that the Community keeps telling us regarding that is to find a way to enable legacy modes, so the more we can do to keep the modes in a good polished state, the better.

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

Originally posted by zuiquan1

/u/PartWelsh With Al Sundan being delayed is it possible to make a suggestion to the team to add in the singleplayer truck that appeared in the war story. It was completely drivable there. The game lacks transportation and with the truck already being in the game its silly it doesnt show up in multiplayer at all.

We got similar feedback during EA Play for those who went hands on. It all gets very technical concerning Engine buffers for potential vehicles that can be spawned but we've heard the feedback that folks would like to see more variation in the Transport Vehicle category (inc. those from Firestorm) so we'll have a think about what makes sense.

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

Originally posted by ZZiGo0

@PartWelsh
Will the animation bug of the Krag be corrected?

Provided we get confirmation back that the fix we've designed has worked, yes - that should be fixed this patch.

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

Originally posted by Guru_GJ

What are you doing to improve the looting experience in Firestorm? You once made some subtle changes so that they spread apart from each other but also promised that you would introduce a new looting system for Firestorm which is more user-friendly.

We've redesigned it.

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

Originally posted by LVL6geodude

u/PartWelsh Any chance we will ever see a new and improved looting and ping system for Firestorm? Also wondering why you guys didn't introduce 100-player FS or at least 80 players, is the engine specifically design for 64-players?

Our pacing is built around 64, and yes we have a new loot system coming (I don't believe it's this patch, but it is Chapter 4)

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

Originally posted by midnightcrusad3

Weapon and hand ghosting, whether zoomed in or zoomed out, is really REALLY rough on Xbox One X. Would love to have the team sit down with a PS4 and Xbox and test this and find a solution :) u/partwelsh

 *Also, motion blur and all added view settings are turned off, strong ghosting happens regardless.

I'll encourage the QA teams to look into it. Any video you can send me would be helpful (I have an Xbox One X and I don't see this on my television/setup - that's not to suggest that it's not happening, I just need examples I can send to the team that tell them what to look for)

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

Originally posted by ThatUSAFDude

Anyone else notice it’s say Jan 27 not Jun 27 for the next chapter

That's a bug. Something that would require a patch to fix. Natrually the next chatper starts on the 27th so it would be a redundant deployment. We'll just survive it as a meme till then.

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

Originally posted by scotch1701

I still get plane noise, phantom plane noise.

The updates not live yet.

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

Originally posted by Imperialdude94

So we can only throw back rifle grenades? What the f**k?

And regular grenades - anything that doesn't detonate on impact.

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

Originally posted by Qwikskoupa69

The tractors on Arras, Panzersturm, Twisted Steel etc. should be drivable, since its already possible on Marita

It's possible on Marita because there are no other vehicles (barring a couple transport) loaded into the memory. We'd be impacting game performance if we slapped them on top of the rest of the pile elsewhere.

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

Originally posted by staticishock96

When will assignments be fixed? Hoping to be able to at least add new assignments mid game instead of having to quit.

Fixed is an unfair term to use here. The system works as designed today, it's not broken.

That you'd prefer they worked differently to better enable more challenge based gameplay and reward is something we'd need to build fresh. It's not an invalid suggestion I just hope to encourage you to consider it in that fashion vs. the idea that it's broken and needs fixing.

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

Originally posted by underwhere_model

Yeah, we did pretty good with it! I had a lot of help from my team and the community with distribution. I have submitted to at least one EA DICE rep, but never heard back.

Frontlines is unlikely to return in a permanent fashion. I respect the passion for it, but barring a shakeup in our current quickmatch options that removed the ability for folks to quickmatch into specific modes, and replaced it with the ability to queue into shuffled modes within player counts (16 Player, 32 Player, 64 Player), we are presently unlikely to see the return of dedicated Frontlines servers.

Ideally, we'll look to address the want to have the mode come back via Private Games. The team are looking into that for us.

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

Originally posted by Navy_Husky

u/PartWelsh Will Firestorm Duo's return in chapter 4? Because it is taking so long before it is coming back...

Permanently, no.

Am I working with the teams to see if we can bring it back for a few weekends throughout Chapter 4? Yes.

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

Originally posted by sticks33

What does that even mean?

It means it'll be playable for a week during Tides of War in Chapter 4.

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

Originally posted by LtLethal1

u/PartWelsh

Hey, I figured you guys would likely already know by now, but in case it hasn't been brought up yet...

This latest patch really screwed up the hit detection with aircraft.

It takes forever to bring down other aircraft now because 70% of the hits just spark or dust. Using the Mossie's 57mm for example was just an exercise in anger management, one that I failed after 15 or so direct hits with no damage (and therefore some very angry wingmen).

Since you guys will now have to take a look at aircraft for the next patch, can we please get a larger flying area and larger flight ceilings? Anything to make flying feel more realistic and challenging will be a good change imo.

Bring in proper inertia and stalling mechanics!

We're tracking this one - thankyou for commenting it to me all the same though :)

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

Originally posted by BollREEE

for 3 months the game has been unplayable from the uk. @PartWelsh

I live in the UK. I play every day. Gonna need a little bit more from you to help understand what the issue is here so that I can support you better.