Battlefield V

Battlefield V Dev Tracker




04 Dec

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Your post/comment has been removed:

  • Memes, image macros, reaction gifs and low quality posts are usually not allowed. These are often removed without notice and not allowed on the same day that patch announcements/notes are posted.

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Comment

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".

Comment

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.

Comment

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.

Comment

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.

Comment

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.

Comment

Originally posted by GuangoJohn

Thank you. That must have been buried in the patch notes as it was not in the main listing of items I quoted. Still think the increased range will cause the unintended effect of making it more powerful.

It's under this note:

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. (What does somewhat mean, this with reduction in hip fire will encourage aiming down sights more which is not a nerf to the effect)

The range increase will have a rare impact tbh. Predicting correctly a plane's trajectory 3 seconds ahead is very unlikely, close to lottery unlikely.

Comment

Originally posted by JollyJustice

My issue is they have been saying this feature (which is two months plus delayed already) would launch with 5.2 for a month now. Apparently "launch with" means "will launch in the files" now a days. This is literally the only feature that is keeping my old Battlefield friends from coming back to BFV.

Yup, I totally get that but DICE has 0 incentive to take a black eye on this unless it really isn't ready yet. I'd rather them get it right the first time.

Comment

What made the Fliergerfaust really strong is that it would explode near airplanes up to 7m away from them and deal full missile damage. With 5.2 that radius is taken down to about 2m which is effectively requiring you to actually aim at the plane to damage it, unlike in 5.0.

Comment

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

Comment

Originally posted by Egoreo

What are they gonna remove to replace it with the bayonet tho?

It's not replacing anything, the M1 Garand has 3 choices at rank 4.

Comment

Originally posted by teki0918

Added a Bayonet to the M1 Garand spec tree.

3 skill tree?

Yup. 4th Tier.

Comment

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

Comment

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.

Comment

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)

Comment

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.

Comment

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.

Comment

I have a feeling this is for the best. I don't know anything for sure, but I do know when they delay things it's because something isn't right. It is frustration for sure, I have been asking for this since launch but I get the idea that this is for the best.

Comment

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.