Battlefield V

Battlefield V Dev Tracker




24 May

Comment

Originally posted by DRUNKKZ3

I suppose you mean Q and E (not W). As i explained in another thread, we've made some exceptions to filter out an action while ADS, that's the case for melee for instance which will not work only in ADS if leaning is assigned to the same key.

However, this is really not easy to do and we do it case by case (i know it's not ideal but that's how it works, /u/_jjju_ can probably explain this better than me). I can't promise anything but if we get back to it, we could filter out some more actions.

I can look at it in the near future, but no promises of such thing working, since the interact button (there are multiple actions bound on it actually) has so many functions all over the code and makes it hard to bypass

Comment

Originally posted by GT500_Mustangs

Ah, I gotcha. Thanks for the clarification. I rarely use with snipers with a scope, so I completely forgot that holding your breath was a mechanic lmao

It's not doing a whole lot for sure, our snipers don't have crazy sway :)

Comment

Originally posted by Motomadness708

Where would you advise putting the steady scope on an Xbox controller if leaning is mapped to l3 r3

If that was up to me... I would say R2, same key as Zoom. ;)

Comment

Originally posted by N1cknamed

Hey, I really like manual leaning but the obvious pc keybinds (Q and E) are already taken. However, since leaning only works while ADS, I would love to get the option to use Q and W for leaning while ADS, and for their normal uses while not ADS.

That is how I thought it would work, but I was really disappointed when it didn't work.

I suppose you mean Q and E (not W). As i explained in another thread, we've made some exceptions to filter out an action while ADS, that's the case for melee for instance which will not work only in ADS if leaning is assigned to the same key.

However, this is really not easy to do and we do it case by case (i know it's not ideal but that's how it works, /u/_jjju_ can probably explain this better than me). I can't promise anything but if we get back to it, we could filter out some more actions.

Comment

Originally posted by GT500_Mustangs

Why wouldn’t it have been put in from the start like that? The way it is right now literally makes no sense lmao

Because we don't want to mess with existing player bindings. L3 has Hold Breath in ADS that is assigned to that key binding. It's probably a non-issue for a lot of players but that's still not something we want to mess with.

Comment

Originally posted by HiDefiance

I’ve found that holding crouch works better, as timing it can be tricky. However, it doesn’t work as often in Firestorm, you just stumble and lose health.

The timer starts when you press the button, if you hold it for longer than ~350ms before landing, it will be canceled

This means you have to time it correctly!

Comment

Originally posted by Stevenm4496

As a core gameplay designer did you want this to be the default?

You can trust manual leaning much more than contextual leaning, it's more consistent so it would probably have been a good default feature but we also have a lot of other features already assigned on existing key bindings, which we don't really want to mess with to not annoy players :)

Comment

Ah cool, it's the ending of Blues Brothers

Comment

Originally posted by Xazh

The default is click and hold the right stick, and lean with with left. It's not the best.. But it works.

You can use a custom mapping to have Lean Left on L3 (left stick) and Lean Right on R3 (Right stick), it's probably the best like this :)

Comment

Originally posted by 0x-Error

How do you do a landing roll

Press crouch just before landing

Comment

Originally posted by DRUNKKZ3

8/10   - Overall a good performance but could use a landing roll to avoid fall damage here!

Haha my thoughts exactly

Comment

8/10   - Overall a good performance but could use a landing roll to avoid fall damage here!

Comment

Writing just to clarify: If you didn't like the mode, I still would love to hear what made you dislike it, if there was something that would have made it work better (or at all) for you or if it just isn't what you think Battlefield should be. Regardless if you liked it or not, I appreciate your time regardless! Thanks! :)

Comment

Originally posted by Shokol8

What do they mean by towable weapon? And do you have to do this through firestorm?

Towable weapons are the guns that you can pull with vehicles. And you don’t have to do it it Firestorm. You can complete the node via normal MP modes.

Comment

Originally posted by needgoodusername4523

Yeah, but you have to complete the first node no matter what. I wish this wasn't the case as I would much rather play multiplayer.

You can complete the first node in regular modes issuing towable weapons.

Comment

Originally posted by zub_platinum

Increased tickets and maybe something like the more times a buildable is destroyed, it takes longer to build it next time?

Do you think increased tickets would result in more attacker wins (or just longer suffering)?

What is your reasoning for the second suggestion? Do you think the defenders can rebuild them too easily?

Comment

Originally posted by VoxxHimm

This mode is really good in my opinion. It delivers really well the feels of a great close quarter battle. But there is a problem with height in hamada the fact that defender have the height advantage is not great.

Do you think the height difference is more okay in Devastation?

I assume you're talking about the height difference between A and the top of the ruin pillars?

Comment

Originally posted by MoreDotsOkStopDots

200 tickets seems to go by alittle fast imo. Maybe 250-300. Maybe, only because its an absolute meat grinder. 2nd suggestion would maybe be to have an automatic smoke barrage for the attacking team at the beginning of the round. I think that could help tremendously instead of running into a clear line of sight of 15+mmgs. Yes I get "equip smoke then " but out of all my games on Fortress I may have seen 5 people total throwing them. That baffles me. Im only suggesting this at the beginning of the round at the frontline like the barrage you can call in with reinforcements. Id think any attacking force would utilize something to "soften" the area before an attack. This could be that.

Ps. Plz bring back the whistle from bf1 when attacking on operation for attackers on this. .plz I'm begging lol

Yeah, starting out with a smoke barrage, maybe also having smoke grenade / barrage usage be a part of the ToW nodes might help people realize their potential (because smoke grenades are just amazing) could help reinforce that. Having it be a part of the game mode would just flat out solve it, but the more actions that are done by the players themselves the better.

Ps. I also love the Whistle.

Post

Afternoon folks -

Last week through Tides of War, you all got to spend time with Fortress mode. Today we thought we'd introduce you to /u/legmek (Ludvig - @nattskfit) who designed the mode, as there's feedback we'd love to get from you all about your experience with Fortress.

Ludvig's...

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Comment

Also hitting this issue.