T0TALfps

T0TALfps



05 May

Post

https://preview.redd.it/ik9401kee0ya1.jpg?width=1920&format=pjpg&auto=webp&v=enabled&s=c1f5d0aa4d1e2b330ee7b7756fcfc452d4d65b0c

Hello there,

Next week we’ll release Update 4.2.1 with a series of fixes and Quality of Life improvements. We’ve seen you enjoy gameplay on the Discarded rework, and we’ve made sure that you will no longer spawn out of bounds.

Stay tuned for further news throughout May on Quality of Life previews coming in Season 5 through a series of Dev Notes and Inside Battlefield Podcasts. The first previews on Vault Weapons are available now via ...

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04 May

Comment

Originally posted by Lock3down221

The ACW-R is not listed in the notes which is surprising. It's one of the worst primary weapons of the game and badly needs those attachments and adjustments.

ACW-R shall be included as part of this, we'll get it added to the blog as soon as possible! ☺️


03 May

Comment

Originally posted by Hyper_BigBlack

Do the skins include the mastery camo?

At this time we are only planning to adapt universal skins for the Vault Weapons, like the camos in the GIF.

Comment

Originally posted by Lock3down221

Appreciate the changes being made but why is it that the ACW-R not listed here? Is this intended or a mistake? It's the worst AR in the game.

It's a mistake and we'll be adding that shortly. ACW-R will be receiving attachments as part of the Assault Rifle rollout.

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https://preview.redd.it/g2cdkqx1kmxa1.jpg?width=800&format=pjpg&auto=webp&v=enabled&s=c4ec776ee95376b6c10953e7faa3071c62d39827

Hello there,

As we approach the final weeks of Season 4: Eleventh Hour, we thought it would be a good time to discuss several changes and improvements coming to Vault Weapons in Season 5.

Throughout the launch of Battlefield™ 2042, we continued to see feedback from you that you wanted more weapons to play with. As a result, we adapted Battlefield Portal weapons for use in All-Out Warfare and named them Vault Weapons.

Over time, as we continued to assess the arsenal of our Vault Weapons with your feedback, we identified areas of im...

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28 Apr

Comment

Hello!

We're keen to dive into this a bit more so that we can investigate this further.

We require a few bits to help us look in the right direction, for example what region are you playing from and around what time of day do you feel you are mostly playing the same maps on repeat?

What playlist had you been playing at that time too, and how long do you feel it was in terms of map count before you felt you were back to playing one you had just played?


23 Apr

Comment

Originally posted by Valdularo

Is there a reason thermal scopes can’t see players inside smoke?? Defeats the purpose.

We took an active decision to do that as a balancing measure. Some elements of smoke are able to be seen through thermals, such as environmental smoke and haze. However, player-created smoke won't.


21 Apr

Comment

Originally posted by Only_Half_Irish

Wasn't expecting discarded for a few more weeks. I can't wait. It's already one of my favorites, just something about it that I love. The vibes? Idk. But this rework looks great, if it's good enough it may turn into one of my favorite battlefield maps of all time.

Looking forward to your thoughts on it next week!

Comment

Originally posted by WinstonFortyOunceMD

The EMKV90-TOR no longer shakes as it sits on rugged terrain in siege mode.

So they are just going to ignore the fact mbts have done this since launch?

Will send this comment through for the vehicle team to look into! 🤔

Comment

Originally posted by robinsolent

"Round based game modes will now have side switching enabled." Shutdown... And??? Not sure what what else... Rush?

It's Breakthrough 🙂

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https://preview.redd.it/9sx07uopk9va1.png?width=1920&format=png&auto=webp&v=enabled&s=070ac20e620d0e1dc38f9ce7fd06b6e9070a21e1

Hello there,

Update 4.2.0 deploys across all platforms next week. With it comes the penultimate map rework for Discarded, alongside a wide range of Quality of Life improvements.

Here’s an overview of focus areas:

  • Map Rework: Discarded.
  • Collection & Customization Improvements such as the ability to remove Weapon Attachments from Weapons within the Collections Screen.
  • End of Round Improvements such as the showcasing of a new Personal Best statistic.
  • Lis Specialist Mastery Improvement to...
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Comment

Originally posted by Complex-Barracuda-40

Hey u/Straatford87 thanks for your reply!

Are there any changes to controller input and general settings (aa) scheduled? Is the controller aiming where it needs to be?

I don't know if it's just a placebo because of the many updates regarding controller aim or just me getting worse with the game, but I still have the feeling something feels quite off with the input lag etc when I play on large player modes (128p conquest for example)

Some of our team members are looking into improvements in those areas and if/when they land on something shareable you can expect us to chat about it!


20 Apr

Post

Hello there,

As part of the next game update we're changing the default setting of Uniform Soldier Aiming from Off, to On, for both controller and mouse & keyboard gameplay. We’ll first explain how this feature works, and why we’re making this change.

What is Uniform Soldier Aiming?

Uniform Soldier Aiming is a feature beneficial to the process of developing good muscle memory when aiming. It calculates the amount of input it takes for your aim to move across screen space to be consistent regardless of field of view changes. As a result, it will always take the same amount of pixel distance on screen for a given physical movement of the mouse. This creates more consistency between non-zoom and zoom, as long as individual zoom aim sensitivity (e.g. 1.00x or 1.25x) has not been changed from the default.

It’s important to note that it’s not an immediate setting to improve your aim, but rather a tool which over time helps your aiming move...

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15 Apr

Comment

Originally posted by i_haz_a_lyfe

Are you sure this is confirmed?

Confirmed.


11 Apr

Comment

It's been live for an hour or two, give it time for others to learn the ropes :)

And since you failed to educate others in how to play the mode, here's a guide for them:

  • Attackers, plant lances inside enemy objectives. Protect the device from being disabled. Escort and protect the lance carriers.

  • Defenders, locate and eliminate Lance Carriers before they are able to plant, if they are successful in planting, defuse it.

  • It's a two-round mode, the fastest team that secures its objectives or receives a higher score, wins.


04 Apr

Comment

Originally posted by hockygoalie229

Who was around for the easy T1 zombie mode early on haha

We don't bring such traumatic events up!!


03 Apr

Comment

Originally posted by Moneyshifter

u/t0talfps please do something about this

Thanks for bringing it to our attention, I will pass this along for investigation, naturally I can't say anything more past this point.

However I would continue to encourage you to report individuals that you feel are violating the rules via the game options provided, but also the platforms you see it take place on.

Thanks!


02 Apr

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Absolutely loved this, well done! 😂

Comment

Hope you've had fun on the journey toward that u/noobodyishere!

What ticks those boxes for you with Recon? Given you've put a lot of time in, what do you think needs to change with Recon? Any particular Specialist?


01 Apr

Comment

I appreciate the feedback Stylistsin, however, this would actually incur a detrimental effect on the state of gunplay and engagements than what you were perhaps wanting to achieve.

While I am sure that 15% may be a bit overzealous, blanket improving the accuracy of weapons based on their role and class would be extremely detrimental and essentially make it so the meta is even more preset than what it is today.

Weapon Proficiencies were introduced to Battlefield 2042 as part of the feedback during our Player Councils and Core Feedback initiatives on bringing Classes back to 2042. Some of the proficiencies you see within the game are directly from discussions with those participants and are also a mix of things that we believe passively encourage the usage of specific weapons with specific classes without placing restrictions on you and allowing you to choose how you play.

Within our most recent survey, we do ask how players felt about Weapon Proficienci...

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