Battlefield 2042

Battlefield 2042 Dev Tracker

19 Oct


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 :)


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


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


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.


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


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


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.


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


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.


Originally posted by Zero-Ducks-Given

yeah i actually hated this. good call dice. anything that takes me out of the game without me really being able to make “progress” whether it be towards an obj or whatever was not fun. long vehicle animations, animations of my hand trying to reach a ledge, bfv was a bit over animated imho.

the one thing i liked and wish stayed, however, was the one where you land on all fours after a big fall or you roll out of it. that shouldve stayed imo.

I loved the combat roll as well, but not everybody liked the first person animation as it was often perceived as disorienting. Let's see if it ever comes back.


Originally posted by NotJamesTKirk

I don't understand how people say it's the same speed, especially after watching the video. The video claims that BF2042 has a sprint speed of estimated 7.4m/s, and BF4 of 6.5m/s. That's an increase of 13.8%, which by all scientific standards is a significant difference. Add to that slide and tacsprint spamming, and there's no doubt that BF2042 is way faster. Luckily, slide spamming was addressed by DICE already (don't find the link right now).

Edit: Here's u/lytlb1t's comment about sliding uphill, which I think already solves some of the perceived issues:

Btw. I recommend everyone to read the thread that I just linked to. u/lytlb1t gives many excellent and insightful explanations. If I could wish for anyth...

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Regular sprint speed is the same as bf4, tac sprint is slightly faster, but still the same as bf4's sprint with some top speed perk (can't remember the name right now). So in the end the movement is not faster, but yes there are different factors why it is perceived as such.


Originally posted by Lodden_Stubbe

Sounds good.

Given what we have learned the last few days, I’m open to believe that the experience of bad movement in the beta, might actually be more about the FOV issues, and the animations. It felt nothing like BFV, even if it’s almost the same.

Is the zoom effect when you accelerate new? Because I have never noticed it before, and don’t like it. Is that just the FOV too?

I know that we reduced/removed the fov effect in some cases , for example the slide, as it was too extreme. We can always tweak these effects more when we feel they don't behave like they should.


Originally posted by hhunkk

What about the animations when you couldn't reach certain altitude? That was neat.

Do you really like to be stuck in an animation in these cases, leaving you vulnerable for the entire duration? It was something we added to BFV because we thought it might be fun, but eventually we didn't think it added much to the gameplay experience.


Originally posted by PUSClFER

support for vaulting on moving objects, something we could only dream of a few years ago.

Could you expand a little on this?

Sure! So besides vehicles, the different maps will have several big moving objects that the soldiers can walk on. Orbital already had the elevator and rocket, but on other maps there will be many more. Supporting these objects when vaulting, grappling, climbing ladder, etc or even just walking on was previously not something that was feasible because of the way movement is predicted on your game instance.

To make sure the movement is smooth on these objects, the simulation on both client and server needs to be identical. Otherwise you would constantly run into differences where the client and server do not agree on the soldier's position, resulting in small teleports to correct you to the server's position, which always has authority. Due to a big effort to properly simulate these moving objects on the client side, we can now have more interactions with them.

On previous titles, stuff like vaulting on vehicles or reviving someone on top of something moving would alw...

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    /u/F8RGE on Reddit - Thread - Direct

Originally posted by InuraBera

Really enjoyed the world being fleshed out, outside of purely the battles.

I always used to enjoy the little map descriptors in the early games, for the historical settings in BF1942 and BFVietnam, to the fictional ones in BF2 and BF2142, so this kind of thing is really cool.

Will need to listen to it again to really give feedback, but I really liked someone elses comment regarding news reports. Maybe the same stories regarding events that cause, or result from, the players to be on a map, but from different sources with their own bias (not outright propaganda, but leaning toward their nation) where the truth is hidden within.

Especially if you then split up who could access them so the community would have to come together to work out the truth. For example, those in the EU get a source in that area, NA would of course be the USA etc while everyone gets to hear the message from the Big Bad.

What you described is what we have in the game at launch.


Originally posted by AceArchangel

Yeah many tall walls/fences and barriers couldn't be vaulted over unlike BFV which allowed for a large amount of free movement.

Places where vaults don't work where they obviously should, should be treated as bugs. The vault system is an improved version of BFV's implementation, with directional/in air vaults added on top as well as support for vaulting on moving objects, something we could only dream of a few years ago.

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