Battlefield 2042

Battlefield 2042 Dev Tracker

08 Oct


Originally posted by ArmedAutist

It's not as simple as you make it sound. In order to do this, you have to render the same scene twice, which heavily increases the strain on resources. In a game like this, it would be absolutely terrible. You'd be looking at like 30FPS the moment you aimed down a scope.

pretty much correct!


This is not currently in the Open Beta, however, does exist for launch - along with squad management and Commo Rose (medic request, ammo, etc)


There are indicators to show if the vehicles is available to be called in or not, while the option may be available to you - the vehicle might have been called in elsewhere by someone else.

This has been passed onto the team to investigate further.


Originally posted by sterrre

Hey did you work on the big rocket? It looks really cool!

Nah that was the vfx department, they did a stellar job!
I've worked (among other things) on the weapon scope internals (the stuff you see when aiming)

07 Oct


Originally posted by MurdoxCS

Thanks for the communication! Glad you're putting in some penalties because my biggest complaint about Call of Duty in recent years is the obnoxiousness of the sliding mechanic apart from their ridiculous sbmm parameters and bad map design. I didn't play BF One or BF V just because of time periods being a bit unentertaining but so far I'm loving the beta for 2042 and can't wait for release in November! Keep up the communication as much as possible please this is what we need right now in the FPS genre.

Thanks for the kind words, can't wait for release as well!


Originally posted by [deleted]


I've only been with them for just over a year, but before that i've enjoyed countless hours of BC2 3 and 4, always was a big fan of the littlebirds ;)


Originally posted by needfx

Thanks for those explanations!

While I do understand that those mechanics didn't necessarely fit the new game direction and didn't make it for other various reasons, I must admit I still feel very disappointed.

Movement in Battlefield 5 felt super smooth and pleasant to play. In addition of giving us a sense or freedom, it also added a lot to the immersion and the cinematic feel. I would have preferred if you kept those mechanics and try to adapt them to the new game direction instead of getting rid of them. Because right now, even if mostly everything is WIP in the BF2042 open beta , it really feels like a step back for those who spent a lot of time on BFV.

Too bad for me I guess!

I wonder in what sense you feel like 2042 is a step back in terms of 'smooth and pleasant'. As I worked on both games and tried to make both feel smooth, I don't really see why people say the beta's movement is clunky, so please help me understand.

Sure some things aren't fully tweaked yet in this version, like jump spamming, strafe penalties and stuff like that. But just regular ground movement and getting from point A to B and not getting blocked by stuff on your way, is that really worse? Please provide some examples if you want to.


Originally posted by RobinnD

/u/lytlb1t When people were discussing the slide spam issue in BFV, you mentioned that you are aware of this. It seems like you can still slide spam and gain quite a bit of momentum. Could you shed some light on this? Battlefield 1 did it perfectly in my personal opinion. You could slide, but you would lose momentum quite fast, so people only used it to slide into cover. The current implementation of the slide feels over the top.

I see your point, and I think the crazy fov in the video definitely makes it feel rather extreme.

However, we did implement more penalties for the slide in this game. Not only is the slide getting weaker when getting spammed, we also apply additional penalties when sliding uphill or when sliding while turning around. We are continuously looking for the right balance and if it turns out to be too extreme we will tone it down in one of the patches. Due to the new implementation we now have way more control to tweak it however we want to.

Also keep in mind that this is an old build, we have done several changes to the system in the mean time and more tweaks are already in the pipeline.


Originally posted by needfx

Hey u/lytlb1t ! I apologize for the ping , but I'm really curious about your past claim:

Drunkkz3 confirmed crouch sprinting (and other features) was not currently planned for BF2042.

Was there a misunderstanding from us or did things simply evolved over time? Or is this an open beta thing and movement will get BFV's features back?

... and happy birthday by the way!

Hey no worries. I understand that my reaction from back than can be interpreted as 'we keep everything and build on top' but that's not what I meant and also not what we were planning.

The reaction was based on the comparison between BFV's movement system and that from previous games. We were happy with the core movement mechanics of BFV. I mean stuff like ground detection, following the ground, moving over uneven terrain, vault detection, transitions between animations, stance transitions, cooldowns, etc. Stuff that made the movement feel smooth.

The mechanics that are mentioned above (prone on back, crouch sprinting, etc) were implemented specifically for the design direction of BFV back then, and didn't make it to this game for various reasons. Prone on back for example was abused a lot by campers and caused bad visibility, and crouch sprinting wasn't used enough to be worth the implementation and button mapping.

As this is a new game with a different dir...

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I see we got a true bush pilot here!


Originally posted by xDougbs


you're welcome, it was quite the challenge figuring out the best way to do this without sacrificing the scope's looks, managed to find a way though!


Originally posted by Mally-Mal99

Why are you asking for something that has never been done before?

Do us a favor stop engaging. Don’t play the beta, don’t come here, don’t look at YouTube videos. Stay away until November 12th. Well a week before that.

What you want to see is a launch trailer. Which is made with the final build of the game. Every single piece of material for every single video game you have ever played that you’ve seen has been captured from older builds.

It’s common sense why this is the case but I’ll give you a hint. The guys that make the games don’t make the trailer’s. The guys that make the game, also don’t make the unedited gameplay videos.

Some of us do help out with the trailers though...


Originally posted by Rgotts1405

I have been playing on next gen console but still have the smaller map. The game feels real choppy as well

see if you're not unintentionally installed the gen4 version on gen5, these days consoles let you install previous gen versions very easily


Originally posted by Thake

I had it 3 games in a row in the space of a few hours. I don't think upping the spawn rate is the right answer. You will water down it's effect. 10% is more than enough imo. It's going to get old quick when it keeps happening.

I get some people never saw it, but it makes it all that more better when it arrives.

Let's hope you have a dial behind the scenes so it's an easy tweak. I assume so, so if it's too much you can dial it down anyway.

I think that's fair, and yeah luckily we can tweak it pretty easily during live so if we find it happens way too often we can tone it down!

However I think it will be less of an issue when you are playing multiple maps, but again if we wanna tone it down etc we can :)