PartWelsh

PartWelsh



12 Dec

Comment

Originally posted by TheHydraCRO

I get what you are saying, but the 75mm upgrade on the KAMI does only 17 damage from the side on the LVT. Also the Sherman 76mm HEAT round does only 25 to a KAMI. Not to mention the AP rounds on the PANZER IV and the STUG IV are basically the same when compared to the Standard round. The AP round on the Churchill Gun Carrier is also worthless even tho it was the only reason to use that tank. With the slow tank TTK, tank combat will be more about waiting for a nearby assault to take someone out. Shooting a single tank +8 times isnt fun. And no, i am not landing poor hits. Im talking about perfect angle at flat side armor. Doing that used to feel rewarding and would damage the enemy for +40dmg. It made people actually think about how they are gonna attack the enemy tank to take it out and not just jump in front of it and die. Not to mention the Churchill AP rounds that are BROKEN since DAY 1 of this game. What needs to be done? A huge problem is camping tanks. A game called war thun...

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Thanks, I've passed this on to the Gameplay crew who look after vehicles. If we make any changes based on that we'll make sure its detailed in Update Notes.

Comment

Originally posted by rfmx49

I think if there was a stats info graphic released every month that would be awesome. That map of the first million kills on Iwo Jima had a great reception.

A stat I would be interested in is if the number of flares shot down has jumped since the spotting notification or a percentage of flares shot down. ( not sure if those are tracked now/before?)

I'll try get that stat. Would be interested myself in that.

Comment

Originally posted by LtLethal1

Since damage values are being adjusted again, will recoil patterns again be changed?

Weapons like the Stg44 will be over-performing otherwise after their recoil was reduced in 5.2.

Recoil will be monitored and adjusted on a weapon by weapon basis. The changes for the next update (the Hotfix) are as shared. Anything extra we'll let you know about as we get to it.

Comment

Originally posted by TheTeletrap

Anyway to turn it off on console?

I'm told it's able to be changed in settings on the main menu (but not in round). If that proves not to be true let me know and I'll inform the team. You should have control over the feature is what I'm told, and if that's not the case I'll encourage it gets added as a slider in a future update.

Comment

Originally posted by J4ckiebrown

u/PartWelsh

These are the guns that need some help.

The whole point of the M1 Garands initial fire rate of 360 RPM was the gun having an 8 round magazine, and you need a specialization to extend out its 3 BTK range, trade off being higher recoil and a slower fire rate.

We're going to keep monitoring how the SAR's perform through this month and see what changes we need to make in January. We'll keep everyone updated where we land on that.

Attrition is a topic that we're doing a lot of intense review on right now.

Comment

Originally posted by sollicit

Did the team ever keep in mind that this isn't Halo, and that ineffective weapon range in a 32 vs 32 game where maps happen to be some of miles in size, may actually be a very bad idea? The game wasn't designed ground up for this.

I'm not blaming you, but we just want it reverted. We're angry and the refusal for a revert is a huge slap in the face to the people who have enjoyed the core gameplay for a year now.

Historically, Battlefield games have been Sandboxes and the previous weapon balance wasn't allowing for that to happen. I understand your disappointment, but we're always going to act in what we believe to be the best interest of the game and all who choose to spend their time playing it.

Our weapon balancing will continue through our next updates, and will forever receive tweaks and changes that may further adjust the damage drop offs and BTK for certain weapons that we feel should be effective at longer ranges. What we've offered last week in 5.2, and how we're changing that in our hotfix (and future updates) isn't a final word on the topic. We're not refusing to revert out of principle, we're opting to make changes because we can see that the changes are bringing positives back into the gameplay and helping us step back towards a place where more that Sandbox experience returns to Battlefield V.

Comment

Originally posted by TheHydraCRO

Nothing about the slow ttk broken pacific tanks? Ye im out.

We rebalanced tanks in 5.2 to require more skill to land big damage - they're behaving in line with our designs and we're happy with how they're going so far this update. That said, we're monitoring their performance and if we feel that we need to make further changes we will.

Comment

Originally posted by Crispy_Waferz

Increasing horizontal recoil is definitely not the move...

I've commented elsewhere on this. The base value for this is set quite low - 60% isn't a massive shift on a low number and it's needed to restore the balance of doing more damage per shot.

Comment

Originally posted by Leepri3st

When is this coming

As soon as we can get it.

Comment

Originally posted by Fratty-Light

Hey Adam, thanks for the update. Really appreciate this additional level of clarity and information. It's not exactly what I'd like but it's a step in the right direction and I'm glad to hear KPM is up globally. To be honest, I have been playing better since the update came out. I have two things that really concern me:

-is +60% horizontal recoil on the fast firing SMGs really a good choice? How will this affect hipfire at close range?

-How can we trust DICE to not break more things with this hotfix? It has been frustrating to see bugs repeatedly fixed and then re-introduced update after update. What is the team doing to prevent this?

It may sound extreme - but the values were already quite low. Adding 60% to it isn't that big a change, but it is needed to balance out the increased damage, similar to the weapons behaviour in 5.0.

3 Quality issues slipped through this update that we're not happy with. The 3D Spotting, The EOR, and Unlocks issue. It's frustrating and given our recent record since September, disappointing - our last few updates have massively reduced the number of issues that we introduce with an update. It's a hiccup, and an unwelcome one for sure, so we can only ask that you judge us based on what we do vs. what we might do.

Comment

Originally posted by SometimeNextWeek

Gotta be talking about the enemies on the minimal when flares are up. Showing where exactly the player is and which direction they are heading.

We're happy with that change.

Comment

Originally posted by kH4us

Do enemy acquisition icon’s activate when player is hidden in the bushes or by any vegetation?

Check the videos hyperlinked at the top of the post.

Comment

Originally posted by SFSeventh

u/Partwelsh Will there be further tweaks ??

Could you perhaps kindly ask the team to also tweak the MG34 and the Madsen MG ? They are great guns but are very weak in their current state :(

Yes there will be further tweaks.

Comment

Originally posted by Macinzon

Just to add on a new bug that appeared in 5.2 patch. Changing loadouts will not save them. As soon as you leave the server and rejoin another one the loadout is back to the previous loadout (so in this case the loadout you set before patch 5.2). Getting kinda annoying that when I play Frontlines I have to switch from my Fliegerfaust to PIAT all the time. And I forget it 80% of the time. I'm on PC.

I'll encourage that the team look into that thanks.

Comment

Originally posted by deadzone404

Any plans to spread the difference between the 12g auto and the pump shotgun apart? This isn't new with 5.2 really, but they've always felt a bit too close to each other performance wise to a point that to me, it doesn't make sense to use to use the pump over the 12g, unless you want to use slugs (which I'm not sure what it is but slug rounds feel underwhelming compared to previous bf titles, I used to love running pump action slug rounds in 4)

Edit: please remove directional spotting (triangles) from the minimap

I'll pass that on /u/DRUNKKZ3 and the gang to look into - thanks!

Comment

Originally posted by boomshackalak

Nothing for the M1A1 Carbine? It has a worse TTK than StG 44 at all ranges.

Additionally it has a higher recoil, no full auto firing mode (so you probably won't even consistently hit max fire rate), has half the magsize or uses one specialization slot for an equal magsize and it has a lower headshot-multiplier.

Used to be my favorite weapon, but the increased BTK just makes it feel bad...

M1A1 had a lot of debate this week. We almost went live with some changes on it but we realised that we'd be kneejerking a reaction. We need more time (and more live data) to conduct a proper review of it, but we are looking at it.

Comment

Originally posted by New-Monarchy

This is honestly way better than I was expecting, thanks guys!!

Let me know what you think once it's gone live.

Comment

Originally posted by gREENNNNN

This is a step forward. I loved old ttk but I can agree with your intent to get rock, paper & scissors weapon scenario, but the new TTK was totally wrong. With this tweaks (and further ones) i think the TTK can get in a good scenario.

Thank you and please, tell the devs to think carefully again before doing such drastic changes without proper testing, its not good for anyone.

BTW: Any ETA on the hotfix? can we expect it for this week?

Regards

My hope is that we get it to folks next week but we do not have a locked date yet. I will share that when I have it.

Comment

Originally posted by OnlyNeedJuan

Upset about the ShowNameTag system getting reduced. It wasn't badly designed (though milsim boomers will tell you otherwise), it just wasn't perfectly functional (with seeing through smokes). Very sad we are catering to players who rely on hiding in LoS instead of actual proper positioning just to cheese gunfights.

We set out with the intent of clarifying the roles of different guns and how they each perform at Range, without impacting the overall TTK, and with the intent to preserve the lethal nature of Battlefield V’s gunplay.

Also can we stop spreading lies? This is bullshit even now. TTK was increased, period, saying it wasn't is just a bunch of bullshit.

Sorry that you feel that way.

Comment

Originally posted by blanton928az

Team Balance at the end of round is needed sooooooooooooooooooooo bad!!!!!!!!!!!!!

Agreed.