Battlefield 2042

Battlefield 2042 Dev Tracker




01 Aug

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Originally posted by MrPetrolstick

Didn’t they adjust them in the previous patch and todays patch was just LMG and SMG spread values adjusted?

Correct.

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Originally posted by critxcanuck88

Wait, they did 1 day early play for streamers, and people complained to many vehicles, and dice fixed it in under 24 hours??? How f**king dare they.

This. Shout out to the team for testing the new update publicly, ahead of release, and then swiftly making adjustments to address this area of feedback from the community.

This is what we’re working to improve even further in the future and I’m looking forward to those results and playing alongside you.

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Appreciate that it's disappointing, but as we have already stated we have included as many Vault Attachments for Sidearms as much as possible.

We've been pretty clear that these Vault Weapons (all Vault Weapons) were never intended to be adapted for All-Out Warfare let alone for Attachments. When we make this conversion there are a lot of things that we must tackle, such as alignment of the attachments themselves onto models as well as sizing constraints and positioning of those attachments versus the functionality of the actual gun.

We had stated within the Update Notes that we have made some available, where possible. That is not having the gall to mention it, it is having the will of transparency to be upfront on what is taking place.

We've been clear on that, and we will continue to do so. If there are further adaptations for attachments in the future, we'll relay that too.

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Hey there,
Just wish to set expectations here, that it is not going to be DLSS V3. We've done this to take some of the improvements and fixes in later versions while still using DLSS 2.5.
We have no current plans for DLSS 3, but we'll continue to look at it where improvements make sense versus performance losses or gains.

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Hey there,

Just wish to set expectations here, that it is not going to be DLSS V3. We've done this to take some of the improvements and fixes in later versions while still using DLSS 2.5.

We have no current plans for DLSS 3, but we'll continue to look at it where improvements make sense versus performance losses or gains.


31 Jul

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I was always told to look both ways when crossing roads, never got told to look up!

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Yeah as a heads up... pre-loading is currently only available for PS4/5 :-)

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I messed up the initial upload. The correct version of the episode is now live.

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Let's play tomorrow first and then let us know how it feels!

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Originally posted by N7_Hades

Great way to start the podcast by gaslighting the players with "the vehicle call-in was meant to let people be able to move around the big maps but people prefered to walk". Totally missing the point why Hourglass and the other maps aren't fun to play or why no one wants to play them. Shameless, really. I had to rewind to listen to this section again to believe it.

What we called out in the podcast is that we wrongly anticipated how players would engage with vehicles (alongside how the new call-in system would work). That was on us as developers, not on players.

I disagree that this comment is gaslighting. It's merely stating that our observation in how players would engage with vehicles was different from our expectation pre-launch.

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Originally posted by Metal_Zluos

Yeah I don't get why they would remove the only good part of the map lmao

It was most certainly a cool location, we agree. But it was not a good location in terms of gameplay, and that's why we removed it to ensure we could improve the overall flow on other areas of the map.

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Originally posted by Raptor_i81

I'll miss u/BFBulletin at twitter doing a summary for these podcasts, was a great BF info source.

Don't worry, he is back! :D

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No, that is not what we said. There is more nuance to it.

Our commitment was to rework all launch maps to improve their overall gameplay flow. That work is complete with the release of Hourglass.

What you are referring to is that as part of the reworks we also updated the visuals on these locations to give a war-torn feel due to the progress of conflict. We did this alongside the feedback where players told us that the initial map versions looked to pristine.

In short the updated assets were done as part of the rework, but not as the main reason. If you want a refresher on this work check out our Core Feedback blog which we posted last year - ...

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https://preview.redd.it/or3691uhrafb1.png?width=1080&format=png&auto=webp&s=ff0fc8a46439c7d49fd07b72522b0ed616a1204c

Join the team as we talk about completing our commitment to rework all Battlefield 2042 launch maps, alongside what's new on the final Hourglass rework which becomes available for play tomorrow, August 1.

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30 Jul

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Just a heads up that we're aware of this and have been working on improvements and fixes regarding it. We'll get it in an update as soon as it is possible to do so.


28 Jul

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Originally posted by HiiipowerBass

Can you explain why. It was very common knowledge that that was the most appreciated part of the map

The disappointment from some of you is understandable, given the amount of expectation that was placed on Hourglass as it was the final map rework and the length of time it had taken to get there but also because of how recognisable the Stadium is. It is only natural.

However there comes a point during the rework process for each map that there needs to be a decision on what to focus on, and what they wish to achieve with the rework. It was felt that it's best to drive attention through high-traffic zones and that simply is the other side of the map, especially when it comes to flow of gameplay.

Unfortunately there are some comments that suggest it's a case of lifting up an entire stadium and then placing it elsewhere, but this simply is not the case. And it most definitely is not as simple as what you may have seen with the Rig on Breakaways Rework.

So what CAN you expect with Hourglass? There's a larger focus on urban combat with this rework, fightin...

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Fine as you asked nicely, within Update 5.2 there will be a Designation Assist bonus when using the likes of SOFLAM and Tracer Dart.

We didn't have time to include that within the Update Notes, so look forward to it once the update lands, next week.

Have a great weekend :)