PartWelsh

PartWelsh



15 Nov

Comment

Originally posted by DiabetotheobesePS4

I’m willing to hold off on criticism to see what they come up with.

The problem last time was that the TTK change wasn’t very well balanced.

I wonder how this will affect the more outlier weapons: the S2-200, the type 100, Madsen MG.

There is a lot of things to consider here, if they get it right, it will be fine.

Thats one of the big things that the team have looked to tackle here. There are guns which don't get picked because, why would you? I haven't switched much from the Suomi most the year which is a real shame, because when I've decided to mix it up with the other guns (I make a point of working to get a gun to at least Rank 4), I've enjoyed using them. Inevitably, I go back to the Suomi because that's the meta.

The team have thought long and hard about these changes and they've made it a goal to improve the gameplay differences between different weapons, and different classes of weapons. I'm keen to see how people find it when they get hands on with it.

Comment

Originally posted by Tyler1997117

You'll still be able to flank?

My main playstyle is flank and in the 20 hour or so of playtesting that I've participated in these last two weeks as we've worked towards Dev Final (the step prior to QA Testing), I don't feel like I've been punished in any way or stopped from Flanking.

At 15M these icons only appear on the screen (not minimap - it's not like spotting) if the enemy is already pointing a gun at me.

Within 5M, I have to be in the players field of view for the same icon to appear, and again, this isn't spotting so it doesnt reveal me on the minimap.

At 5M distance on a flank, footsteps are what give me away.

Comment

Originally posted by ricardooo2

Just wait for details first before shouting. Last time was bad. But right now we have like no details about it yet.

I think it's different this time around. Last time they nerfed all weapons. Now they are only changing BTK at ranges. My guess is that a slower rate of fire weapon will need only 6 bullets while a high rate of fire will need 8 bullets.

This is great in terms of balance. Right now there is zero benefit apart from ease of use in using a slower rate of fire weapon.

I've shared the first part of this here on the subreddit - https://new.reddit.com/r/BattlefieldV/comments/dwueiv/community_broadcast_chapter_5_check_in/

Don't be shy to tag me with questions as I'll be working this weekend to help answer what I can.

The next round of details will come via the Update Notes where we'll list all of the changes that are happening to all of the guns, the new ways in which some of the guns will behave and any numbers that we have that can help to set a good expectation for you when you jump into the game after th...

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Comment

Originally posted by WolfhoundCid

Did you see the bit about auto spotting? That's just a terrible idea

A quick note on that - https://new.reddit.com/r/BattlefieldV/comments/dwueiv/community_broadcast_chapter_5_check_in/f7lo3fs/

I've posted this elsewhere, but I just want to make sure I do the best I can to help folks understand that this isn't the same as Spotted.

At long ranges, none of this stuff appears, ever, under any circumstance.

Within range, the icon appears if you're already pointing your weapon at a fully visible enemy player (in that circumstance, you're generally doing that because you're ...

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We are presently testing this fix. We will know in a few weeks time if it's fit to ship with the update but we heard you on this and we've looked to see if we can address that.

Comment

Originally posted by bilbo_crabbins

This is the type of thorough communication I like to see. I can't say I agree with the changes in BTK (8 BTK from a MG42 at 20 meters seems excessive), but it's good to have those changes thoroughly outlined. Hopefully there will be something resembling a hardcore mode at some point for players like myself who prefer a more realistic experience.

I appreciate you saying that. As Oskar shared before we launched Operation Underground - improving the communication we have with you to a quality and cadence that you feel matches the love you have for the game is important to us.

I recognize that in relation to the content that is being communicated, it's fairly judged to a different standard, but I'm keen to ensure that you're receiving this type of insight and level of detail on as regular a basis as I can provide.

Comment

Originally posted by Snaakmat

Hey u/PartWelsh this is a very clear list of changes that sound interesting, very happy to see the lunge mine for supports as wel!

One question, can I disable the spotting effect in the options menu?

We're looking into that one. It's unlikely to make 5.2, but we believe that we could develop a toggle for it for players. It'll require more work and investigation from the team but if we're in a position to make that change in the future and provide you with that control, I'll do what I can to update you.

Comment

Originally posted by Billxgates

u/Partwelsh

I appreciate this extremely detailed update! This is the stuff we need and I’m thankful to see it.

There are still two topics though that we need info on. First and foremost when are we going to hear about the Team Balancer or is that being scrapped? And When will we hear about Tank bodies. It’s been over a year that it’s coming soon and still no mention of it.

One of these is an integral part of the game that should have been addressed and resolved 10 months ago when u/tiggr spoke on it. The other is a feature you marketed and sold the game on but still haven’t delivered.

Also, u/Braddock512 what ever happened to the discussions you were having about the perceived lack of value in the deluxe edition? I’m asking because I see that topic has been back around lately.

Tank Customization (meme that it has become) I'm not in a position to share new news on. Our rule is that we don't set new, or bad expectations and so until I know for certain the the feature has cleared our necessary approvals systems (Dev Final, Testing, Certification etc) then I won't have new information to share on it. I can say that it won't feature in 5.2, but despite having insight from the team on when the feature could launch, it's not for me to say.

Team Balancer improvements we all recognise are needed. Similar to the above, I can look to update you on that when we have firm detail to share.

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Originally posted by TankHunter44

While you're at it, I have to say that I love the expanded Tank/ Plane Specialization Trees introduced for the Pacific. It actually makes upgrading your vehicles fun because of all the different options we have to choose from now.

Please tell the Dev Team to give all the base game tanks and planes the same treatment. As well as keeping this new trend with all future vehicles and planes.

I feel much the same way! I love how differently it is we approached vehicles with the Pacific Content and I'm sure it's something we would like to put on our list of things to revisit for existing content.

Comment

Originally posted by juliofrancisco

Not a fan of the Icon popping on peoples head once youre close to them....that seems like that would be a better feature if they were spotted with either the Spotting Scope or Flare. The detailing of an enemy’s class once theyre spotted is nice though.

I've posted this elsewhere, but I just want to make sure I do the best I can to help folks understand that this isn't the same as Spotted.

At long ranges, none of this stuff appears, ever, under any circumstance.

Within range, the icon appears if you're already pointing your weapon at a fully visible enemy player (in that circumstance, you're generally doing that because you're intending to shoot them)

Within very close range, the icons appear to anyone within your view. Again, these players need to be visible in that condition. If they're occluded from view, or behind a nearby wall, you won't see this icon.

The icon doesn't appear under spotting flares, or if separately to this, the player has been spotted by someone else.

The information is also only relative to you, and is not shared across the team, or your squad.

I appreciate that because of past games, and the visual language used with the iconography that we've chosen, this wi...

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Comment

Originally posted by Wanabeadoor

just a guess

  1. is the guns getting worse BTK in overall? that's kinda shitty. I thought players enjoyed faster gunplay in general, especially compared to BF1.
  2. so no rebalance/rework on any european contents happening in near future? it's bit out of context but well..
  3. can we please have at least 4 same gender soldiers? since you locked the cosmetics by character, which I didnt liked but understandable having only 6 character is kinda bit too small. can we at least just copy each one from british/german ones?
  4. mechanisms about angle of attack sounds great but what about the balance? some tanks are clearly more 'flat' while others being better shape in sense of angle of attack. are we getting some modified(looks complicated but actually calculated as flat) hitbox? and what about the howitzer, HESH rounds or things kinda would not make a glanced hit? 5.
  1. Each gun is being targeted differently. Expect some of them to become more specialized and others to fill different roles
  2. Update 5.2 is bigger than what's outlined here.
  3. I've shared this feedback with the team
  4. The different sizes of tanks are balanced differently - full details will be shared in the update notes early next month
Comment

Originally posted by OPL11

These changes are worse than the ones we saw shortly after the release of the game.

The Tommygun as a listed example goes from 5 bullets to kill to 8 (eight) at 20 metres.

It will help when you also see the Update Notes to also see the Rate of Fire and Recoil changes. These will be published in advance of the update going live early next month.

Comment

Originally posted by Hawkiinz

Second change of TTK. You saw what it gave after the release of the game...

Actual TTK is perfect. I don't understand.

I can appreciate it's tough to appropriately judge how the experience will change in 5.2 without going hands on. What's been developed for this update isn't in line with the changes that were proposed last year.

What's been targeted here is the effective damage of the guns at long ranges. The common engagement range is at or below 22M, and for the most part there's a bullet difference on most weapons in and around that area. When coupled with the changes to recoil and rate of fire that we're making, it's not affecting TTK in the same manner that was proposed last year.

What is changed is how much damage is suffered at longer ranges (except for Sniper Rifles which were balanced more recently). Players who are engaged at longer ranges will find that they have more time to react, unless the player attacking them is continuing to target for Headshots.

For the absolute majority of engagements in and around the objective, the gameplay experience isn't being heavil...

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Originally posted by Vektor_Jager

The enemy acquisition icons seems like a huge red flag to me for gameplay flourishing . I don't think we have the same problems with visibility as we used to .

One of our safeguards against this is how it keeps the Battlefield as more than just one frontline. If we see this change negatively impacting players abilities to play the game in all manner of styles then we'll review and react to that after the feature has gone live into the game.

Comment

Originally posted by CrafterOfSwords

I understand, it's not as bad as 3d spotting and I appreciate that, but it still serves a similar purpose and function which I really hate. I praised Battlefield 5 on its removal of 3d spotting and now that's slowly dripping back in. We need a CTE for changes like this, or just for them to not happen (in my opinion)

It's fair feedback, and as I've volunteered in the post above, it come under our umbrella of Operation Sandbox. We're not keen on just dropping in content and moving on with our lives. We'll review this against the Plans that brought us to implementing this feature, and check it against our safeguards. If it's breaking too many of our own rules, we'll review our implementation and adjust appropriately.

The important thing for us is that ALL players get to interact with the systems in a live environment (as we have been doing internally for the past month as we built it out). Keen to hear more from folks when this comes into the game next month.

Comment

Originally posted by CrafterOfSwords

I do not like that 3d spotting-like mechanic, please don't :(

To be very clear - it's not 3D Spotting.

It's not in anyway attached to the spotting systems, it's local only to you, and not shared across your team.

The icons are only visible under condition.

Within initial range - the diamond only appears if you're already pointing your gun at the enemy.

Close to within close range and these icons will appear if the soldier is inside your view, meaning - you can already see the player. The icon is removed if the enemy goes into a position or cover that means they're not visible.

It's not the return of Doritofield, it's just helping to support you in the game.

Post

Let’s talk about what’s coming in Update 5.2 and some of the changes and improvements that we’re making to Battlefield V in December.

Hey folks,

In the coming weeks, we’ll have full details on what it is that you should expect to see added, fixed, and changed with Battlefield V as part of Update 5.2, as well as the precise times and dates that we’ll see all of this new content go live. As ever, we’ll continue to hold back on the full information until we’ve seen it clear through the usual Finalising, Testing, and Certification steps of our processes so that we can bring you the most accurate information, and avoid setting any wrong expectations.

That said, there are some things that we want to start the conversation on before we reach Update 5.2 - some of which will help to give you an understanding on where our focuses lie in the realm of continuing to improve and enhance the experience that many of you are having with Battlefi...

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Comment

Originally posted by wastelander75

It's only concept art, its always subject to change and sometimes never added at all.

Correct. It's what it says it is, Concept, and Art.

Concept doesn't necessarily go beyond that stage and into production, requiring modeling, animation etc.

To the content in question, it exists solely as Concept, and has not been created as Content.


14 Nov

Comment

Hey OP - can you DM me either here or on Reddit or on EA Help so that I can have the teams look into what’s happened here?

I can’t guarantee different outcomes but I absolutely want them to review what’s happened here.

Sorry for the experience that you’ve had.

Comment

Originally posted by Juel92

I feel like the BF community disagrees AF on basically everything. Gotta be a hard job being the community workers trying to suss out WTF to do.

Upvote the memes is about the most consistent rule I’ve found over the years.