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

Battlefield V - Update 6.0 Notes

Hey folks,

For our first update of the New Year, we’re bringing plenty of brand new content to Battlefield V, all of which will be available for you to unlock and play with this Thursday at the start of Chapter 6: Into the Jungle.

First, there’s a brand new map to play with - Solomon Islands. Deploy in this brand new Jungle environment that’s made by the original creators of Argonne Forest, and Operation Locker. Solomon Islands features plenty of intense choke points and deep flanking routes, all seamlessly connected by a winding river that runs throughout the length of the map.

We’re also adding new toys to the Battlefield Sandbox. Three new Weapons are available to Unlock -  the Type 11 LMG, the Model 37 Shotgun, and the M2 Carbine. There’s also 2 new gadgets to play with - the M1A1 Bazooka and the long awaited Lunge Mine.

For this chapter, all of these new Weapons and Gadgets will be available to unlock via Chapter Rank Rewards, making them accessible throughout Chapter 6 for players who work their way up the ranks. Make it all the way to Rank 40, and you’ll unlock a brand new Elite - Misaki Yamashiro.

Later this chapter, we’ll also have more news on two brand new elites - Steve Fisher, and Akira Sakamoto.

Below I’ve detailed out some additional changes, and fixes that are also delivered in this update, with many more to follow in Update 6.2, including a substantive revision on our current Weapon Balance.

Welcome to the Jungle.

FreemanBattlefield Community ManagerTwitter: @PartWelsh

‏‏‎

Battlefield V - Misaki

What’s New?

  • New Map: Solomon Islands, available on Conquest, Breakthrough, Squad Conquest, and Team Deathmatch
  • New Weapons: Type 11 LMG, Model 37, M2 Carbine (available via Chapter Rank Rewards)
  • New Gadgets: Lunge Mine, M1A1 Bazooka, (available via Chapter Rank Rewards)

‏‏‎ ‎

Vehicles

  • Removed the impact of track disable on initial acceleration. This allows for tanks with disabled tracks to escape; however, medium and high speed performance are still heavily impacted.
  • Increased the critical angle from 10 to 20 degrees to better match the visual feedback of having a good angle on an opponent. It was too difficult to tell if you were going to get a critical hit, this increases the margin.
  • Increased the range of the AA and AT HMGs to match the coax.
  • Fixed Panzer 4 AT round only having 4 shells.

‏‏‎ ‎

Maps and modes

  • Mercury - Players spawning on tanks will no longer unintentionally end up on foot.
  • Operation Underground - Fixed a rare bug that could stop the attacking team from spawning on Breakthrough.
  • Outpost - The player no longer remains stuck if the tower is destroyed while the player plants it.
  • Wake Island - Decreased the number of tanks to improve map balance on Breakthrough.
  • Wake Island - Players will now be able to deploy even if their squad gets wiped during the last sector on Breakthrough, while playing as the US.

‏‏‎ ‎

Weapons & Gadgets

  • Grease gun - We’ve made some subtle tweaks to the Suppressor audio to better separate it from the experience when firing the weapon unsuppressed. 
  • AP Mine - Fixed an issue that was causing the AP mine to not do damage to infantry in Firestorm.

‏‏‎ ‎

Weapon Balance

The following changes have been applied to the bolt action rifles muzzle velocity on the Recon class:

  • Ross Rifle: From 600 to 750
  • Type 99: From 600 to 750

We’ll be performing a more substantive pass on our Weapon Balance in our next update for Assault, Medic, and Support. Thank you for all of your feedback on this topic.

‏‏‎ ‎

UI & Others

  • Spotted enemies are no longer represented as arrows on the minimap and do not show the direction (they're now back to diamond shapes).
  • An option to modify the strength of snap zoom has been added for players on Console.
  • Fixed a bug that was causing the “Vehicle Buster” combat role to not unlock for some players.
  • Fixed a bug that would show the Deploy screen visible on squad screen after leaving pre-round.
  • Fixed the incorrect wording in the Type 2A Mastery IV assignment.

‏‏‎ ‎

Stability

  • Online server connectivity improvements that in some rare cases could drop a player from a server 30 seconds after joining it.

‏‏‎ ‎

‏‏‎ ‎

Update 6.0 - Releases February 4

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/DICE-RandomRecoil - Direct link

The other sniper rifles will get velocity increases in patch 6.2 Sadly, these changes did not make it into 6.0.
Gewehr 95/30: 600 to 750
Ross Rifle: 600 to 750
SMLE No.4 Mk I: 500 to 600
Type 99: 600 to 750
Kark98k: 700 to 900
Krag-Jorgensen: 700 to 900

over 4 years ago - /u/tek0011 - Direct link

Originally posted by DLVittorio

AA guns worthless?
You ever tried flying a fighter in the european maps? You just need 1 AA gun to completely make 1/2 of the map unusable for a fighter.

The problem is pacific planes having too much power not the AA guns being useless.

AA guns are worthless. Even if you hit a plane max distance, put every single shot on point as they fly towards you, you still dont kill them. Then their bomb drops and the AA is out of contention. If you think AA's are good, then I dont think you're flying correctly.

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

Originally posted by theGastone

Is there a rough ETA on when we should look for 6.2 to drop? One month? Two? Just really excited for the weapon rebalance and these update notes are looking kind of light...

I'd genuinely love to give a firm indication of it, but until we get closer to the release of it, the information that I provide today for a 6.2 release would likely set an unrealistic expectation for folks.

I know that 'When it's ready' isn't the answer that you're hoping for, but it's the answer I have today.

over 4 years ago - /u/tek0011 - Direct link

Originally posted by DiabetotheobesePS4

The allied/japanese bofors is barely workable, but the german flak is just pure doodoo.

I feel like a part of the problem with the AA guns is their positions, there usually is at least one blindspot, this seems by design to give the planes visual cover.

Anyone know if the Fliegerfaust has a minimum activation range? Was messing around with it this last weekend and there were quite a few times where I hit a plane with every since projectile in the salvo and it did zero damage with no hit markers.

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

Originally posted by Fieryhotsauce

So, after all, this time am I correct in ascertaining that the weapon changes from 5.2 are completely unchanged in this patch and the only weapon balancing is for the Ross Rifle and Type 99?

Is there any news yet on what changes to the shooting mechanics we are likely to get? I'd like to imagine there's some news to share after all this time.

As a side note; can we expect any Firestorm support for this chapter?

I've posted previously on this topic here on the sub but happy to recap - changes to Weapon Balancing will come in 6.2

Rate of Fire & Recoil presently looks set to come back closer to 5.0 values, with much (but not all) of the damage values also coming back closer to those values as well. This will be especially apparent on SAR's as we're not happy with how they perform since 5.2

We'll also be revisiting the damage that weapons do at range and increasing the damage weapons do so that the damage drop offs don't feel as severe, and we'll be smoothing out the curves too so that you feel more confident engaging an enemy at range.

Weapons will ultimately continue to do less damage at 100m than they do at 10m, similar to how the game behaves today but you'll see improvements vs. the changes that were made in 5.2.

over 4 years ago - /u/tek0011 - Direct link

Originally posted by DLVittorio

> AA guns are worthless. Even if you hit a plane max distance, put every single shot on point as they fly towards you, you still dont kill them

This is simply incorrect for fighters, especially european figthers.
For bombers you're right (and if it was for me I would completely remove them from the game) but no one should be allowed to solo a bomber given how easily they can be destroyed by a fighter or just 2 people coordinating.

Planes are Vehicles, they NEED TO be more powerful than a single infantryman, this is Battlefield.

The main issue is pacific bombers having too much power with fighter agility and bomers firepower, and they absolutely need to bo fixed.

My squad and I have been playing with Fliegerfausts lately. Even with AA + Fliegerfausts it's very difficult to take down a fighter. The bombers are quite a bit easier to take out. Of course 1 person shouldnt be able to always take out a single vehicle. But that is why fighters have speed, to get away. I can tell you fly 😉

over 4 years ago - /u/tek0011 - Direct link

Originally posted by Mikey_MiG

Even if you hit a plane max distance, put every single shot on point as they fly towards you, you still dont kill them.

That is certifiably untrue. Especially with fighters.

I don't think certifiably is the word you're looking for. No one certifies what can or can't be done in Battlefield.

However, with fighters perhaps, but not untrue for bombers in the least.

over 4 years ago - /u/tek0011 - Direct link

Originally posted by DLVittorio

>I can tell you fly 😉
What is this supposed to mean?

Why would you want to take out a european fighter from ground in the first place? they can't really do much to infantry and you should use another fighter to deal with them.

For Pacific bombers, as I already said the problem is in their balance not in the AA guns. They sould not have agility+ big bombs

So if in an average round 2-5 pilots get a combined 100-300 kills, and you MAYBE see 1-2 AA kills per round at most, it's not an AA related issue? Its strictly a bomber issue?

AA vs Planes has certainly been an ongoing balance issue in every single Battlefield. At least we dont have lock-ons though!

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

Originally posted by Rushernoob

/u/PartWelsh is that selbstlader 1906 leveling issue bug on your list? Thanks

It is something that I've shared with the gang, yes. No ETA on changes presently.

over 4 years ago - /u/tek0011 - Direct link

Originally posted by Mikey_MiG

You can absolutely certify whether or not certain things can happen in the game. Such as whether or not an AA hitting a plane from max range can kill it or not.

However, with fighters perhaps, but not untrue for bombers in the least.

Bombers are more resistant to ground attack, yes. But they're also the slowest and largest targets in the air, and therefore easiest to hit with things (hell, even tank shots can hit bombers pretty easily). And that's all ignoring the fact that bombers are extremely vulnerable to fighters.

You can absolutely certify whether or not certain things can happen in the game.

Ok, show me the certifications?

over 4 years ago - /u/tek0011 - Direct link

Originally posted by Mikey_MiG

Do you think the game uses a random number generator to create projectile values for AAs or something? Like what are you even talking about?

What I'm talking about is not debating if values are static in the game, of course they are. I am debating your reply to my statement of "Even if you hit a plane max distance, put every single shot on point as they fly towards you, you still dont kill them." saying its is certifiably untrue. Because it is absolutely true (for bombers). There was a lot of discussion and multiple videos proving this, just a week or two ago. Why do you think they are buffing the AA distance? Its a direct reaction to my statement.

over 4 years ago - /u/tek0011 - Direct link

Originally posted by sirdiealot53

You don’t even know what you’re talking about...they’re not buffing AA distance

What does this mean then?

Increased the range of the AA

over 4 years ago - /u/tek0011 - Direct link

Originally posted by sirdiealot53

You don’t even know what you’re talking about...they’re not buffing AA distance

Right, so like I originally said, the buffed the AA. Don't know why everyone disagreed lol.

over 4 years ago - /u/tek0011 - Direct link

Originally posted by Mikey_MiG

They aren't buffing the AA distance. They appear to only be standardizing the range of the HMGs/coax machine guns.

Directly buffing the distance.

https://i.imgur.com/69VwUEg.jpg

over 4 years ago - /u/tek0011 - Direct link

Originally posted by Mikey_MiG

You posted a chart from the 5.2 update in December where they nerfed the AA HMG damage? What does that have to do with what we were talking about?

Read the full patch notes. I posted 5x to show the old range. It's max range has been increased.

over 4 years ago - /u/tek0011 - Direct link

Originally posted by Mikey_MiG

You posted a damage chart. The patch notes don't specify if they're talking about damage over range, or range as in how far the bullets can actually go. We won't really know until we can see into the data browser.

Regardless, AA HMGs are only featured on Pacific tanks, and there are no bombers in the Pacific.

I posted a damage OVER DISTANCE chart. Bottom line is they are buffing the AA max range. Higher range = lower damage dropoffs. Anyhow, I give up trying to explain this to you.