Battlefield 2042

Battlefield 2042 Dev Tracker




21 Oct


20 Oct

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    EA_Leeuw on Forums - Thread - Direct
Hey @marsk61,

What do you mean exactly? Standard smile

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19 Oct

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Originally posted by Just_someguy1997

Man I gotta ask, with how negative this sub tends to be, how are you able to actually be here? Like you could help someone from going homeless this sub would still attack you for not having the house they want you to have

I like talking about my work and handing out information when I can.

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    EA_Leeuw on Forums - Thread - Direct

Hey @zSuperKingz,

Thanks for your visit to the forums!

While there are a few limitations to cross-progression we want to make you aware of, such as Special Edition cosmetics (such as Ultimate Edition content), the Digital Artbook & Soundtrack, unspent Premium Currency and pre-order items not carrying over, we’re excited about giving you the freedom to play and progress wherever you choose to play. Please also see our official communication regarding this: ...

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Absolutely fantastic!

Definitely wasnt expecting to see a cowboy hat though

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Originally posted by Radeni

Is A-D-A-D spam going to be fixed? BFV had inertia for strafing so that you couldn't do it.

Some improvements for that went in as well yes :)

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It will be fixed on the launch version of the game (not yet in the early access version).

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Fixed for release :) Was an interesting one, due to the very steep terrain around the doorway. The soldier bumped into it, causing the game to think that the soldier was intersecting with the terrain, resulting in a small pop upwards.


18 Oct

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Originally posted by sterrre

Is the change for both last gen and next gen versions? 8 tanks plays a lot differently with 64 players than with 128.

u/kalletheslayer

Yeah only for the 128 player conquest layout, for the 64 player layout it's 2 tanks per team for a total of 4 :)

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Originally posted by copium_detector

That's nice to hear. 2 tanks is very low imo. Any plans on having the amtrac / AA be a separate spawn so they don't share the same slot? The overall tanks can be reduced if this gets added (if it's a problem)

In BFV (but also BF1 - mortar truck) we have the issue where (on Breakthrough for example) one team would spawn an AA and the other spawns a Tiger. Obviously the Tiger annihilates the other team and that's just 1 person throwing the game. There's nothing the AA can do to a Tiger. The old ways of doing the spawns (BF3 / BF4) is superior because each team gets predetermined vehicles which are put there by the developers after inspecting / testing the map. That way the balance of the map is always the same instead of it being ruined just because 1 person decided to spawn a useless vehicle on X map.

Currently not that I know of, though I should mention i'm not involved in that system at all really (other than placing their spawns and tweaking the amounts of the various types of vehicles). I know there was a reason for grouping them, but unfortunately I cannot speak for why and how it works haha. Though i'm sure with enough feedback and data we would look to improve if things don't work as intended!


17 Oct

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Originally posted by Father_Giliam

The strafe input for sliding doesn't mean they're allowing turning while sliding like in bfv, right?

It will allow you to slightly adjust your direction but it will be a very small amount. Nowhere near enough for you to turn in a slide, you will only be able to adjust your direction by a few degrees.

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We're already looking at changing this icon alongside a lot more changes related to the screen-center killfeed in an update that will come shortly after launch :)


16 Oct

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Originally posted by dolphin37

Do you happen to know if the hand and gun animations during sprinting/tac sprinting/strafing have been updated?

Specifically, I felt like the animation was repeating (too quickly) rather than being dynamic or having any sway to them when in any of these scenarios. I think it made the sprinting feel a bit artificial and made the guns feel like they had less weight when you were just moving your aim

Edit: Oh and forgot to ask - are there any plans to allow strafing during sliding? I really felt like the straight line sliding was limiting compared to your previous title

Don't know about the animations, but yes we are adding strafe input to sliding, albeit very weak.