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Battlefield 2042


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The difference between BF4 and 2042 at launch is that under the technical mess of BF4 was a great Battlefield game, while under the technical mess of 2042 is a rubbish Battlefield game mixed with a mess of features ripped from popular shooters.

 

That's the main concern for fans with 2042, not that they won't fix the technical issues, but that they won't acknowledge that they got core elements of the game wrong. The operators, the maps, the progression, the cosmetics... It's all bad.

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Mexicola9302

Source: Battlefield Core Feedback - Maps

 

Hey folks,

 

On February 1 we reaffirmed our commitment to push up the quality of Battlefield 2042. Part of that commitment is to better clarify the design direction that we’re taking, and what’s motivating our decisions to bring improvements to the game via a feedback loop that involves you, our players, more directly.

 

Today we’ll kick off our first key area of focus, Map Design.

 

Based on your feedback, we’ll outline 5 main topics we’ve identified around the current problems that we face with gameplay on maps, their cause, and our current thought process and proposed changes on addressing these problems. Our intent for this is to be an open discussion with you, so we’re looking forward to hearing your thoughts and feedback about our updated design goals for maps to ensure that we’re making the right calls to bring improvements to the gameplay experience.

 


 

Traversal

One of the core issues we have identified is Traversal. We both see, and have heard your frustrations on how long it takes on maps today to travel between Flags, or from Base Spawn to Flag. This comes as a result of the introduction of 128 players in combination with some of the biggest maps that we’ve ever created as playspaces. While the larger maps offer more playspace and freedom, a side effect is that gameplay is now spread out more, resulting in an overall increase in time to combat when related to playing the objective.   

 

We’ve seen you use terms such as “Walking Simulator” to describe how this feels in-game. We understand that this isn’t a satisfying experience and agree that there’s too much overall travel time.  

 

We’re currently looking to reduce the overall travel time between Flag and Base Spawn on some maps by moving both the Base Spawn, and closest Flags. We’ve already identified a number of obvious candidates that fall outside of our new expected behaviours, but we want to hear from you on this topic as well. Which maps presently provide a poor opening experience because of the location of the Base Spawn? Which maps are making it harder to get back into the fight in an all cap scenario? Later on in the post, we’ll share a link to a general feedback thread that we’ve opened up to capture some of this feedback, but don’t be shy to have these conversations out amongst other hubs of Battlefield Community. We’re out there monitoring the conversations and are keen to hear what you have to say.   


 

Intensity

Another area that we’ve identified where we feel that we can improve your gameplay experience is in the overall Intensity of combat. Largely, we feel that this issue is mainly related to 128 player modes, and especially in Breakthrough. We know that during certain pushes for the objective, it can get too chaotic when fighting over Flags; either there are too many players, or vehicles, and sometimes the overall chaos can make it feel overwhelming when accurately trying to assess what’s happening around you. 

 

In terms of improvements, we are presently reviewing if it makes sense to keep Breakthrough as 128 players vs 64, or if we feel that a reduction of the total number of vehicles that can spawn ensures that their presence isn’t as overwhelming, and gives infantry players a more important role. In the leadup to the Holidays, we introduced 64 player Breakthrough, and recently made some changes to the ticket values across the mode based on behaviors we were seeing in the final objective phase. Right now, we feel that Breakthrough on 64 players provides the best experience of Breakthrough. 

 

But we also want to hear from you around the Intensity of the experience on Breakthrough. How do you feel about the current balance between Infantry and Vehicles on the mode? Have you played 64 player Breakthrough, and do you feel that this is the better way to experience the mode? We’re still in the process of working towards our next phase of improvements for the mode, and we’d like to incorporate as much of your feedback as possible into that process.


 

Line of sight

Line of sight is another topic that we've received plenty of feedback on. When we refer to line of sight, we’re relating this to how often you’re taking fire from enemies at distance. We feel, and have heard from you, that there are presently too many open and flat spaces on some of our maps, which puts too much focus on direct long-distance combat between objectives. We largely see that feedback aimed at certain areas in Kaleidoscope, but have observed discussion on other areas of our maps as well.

 

Our current plan for improvement is to ensure there are more opportunities to hide yourself from enemy line of sight while traversing from objective to objective, with a goal of ours being to reduce the focus on long-range combat, and the necessity of carrying weapons which perform best in these ranges.

 

As shared earlier, we presently feel that Kaleidoscope is an obvious offender for line of sight challenges, and are already making passes internally on improving certain areas of the map, including re-designing our Breakthrough experience to move combat into areas of the map where better cover already exists. What we’d like to hear from you is on which maps and Flags you see the most immediate need for more line of sight blockers. Knowing this will help us to best prioritize the work that we go on to do in parallel with other changes, and ensure that we’re addressing the next biggest offenders in good order.


 

Paths

Another feedback area of focus is not having clear Paths towards objectives, and the lanes that players are most commonly traveling in when moving between objectives. Without a clear intended path, enemy fire is more often coming in from all possible angles. We recognise that when you’re defending, this can make it difficult to hold the objective, and when on the attack, we see players exposing themselves on bad lanes in bids to push for a flag. 

 

We’re presently looking to bring improvements into the paths that we have on our maps, to make clearer and more defined paths while traveling between objectives in order to keep combat focused, and to make it easier to understand how to get from one objective to the next. If you have thoughts or examples that align to those goals, please don’t be shy to show us. These can be as basic as extracting a 2 minute clip of you moving from flag to flag, and calling out to us the experience you had whilst doing that (good or bad), or discussion of specific areas that you feel are presently lacking good pathing, or are the best examples of where this is currently strongest.


 

Cover

Lastly, and similar to line of sight, the current lack of cover across maps is another improvement area which is also caused by the open and flat spaces that you have encountered on certain maps. While we are trying to limit direct long-range combat between objectives, we’re also looking to ensure sufficient cover for when you are traveling between the objectives. 

 

We are looking to address this by reviewing the need for additional cover in places where we feel that they’re needed. In line with what has been discussed in some of our other focus areas, our intent is to reduce the likelihood of being fired at from a 360 degree angle, and to take away that Hail Mary feeling of running onto no man’s land between objectives.

 

If you have any specific areas on maps that are currently standing out to you which lack cover, then we’d love to hear from you. 


 

Examples of these improvement areas across current maps

To give you a better understanding of what we’ve outlined today, here are a few examples of these areas in-game that we see today, as negatively impacting your gameplay experience:

 

Breakthrough - Sector A on Kaleidoscope Large - this is a good example of where we feel the objectives are too far from the Defending Base Spawn. It’s difficult to make it from spawn to those objectives, alive. There’s very little cover across the immediate road and grassy embankments as soon as you’re out of the spawn area. We feel it’s currently too unforgiving for the attacking side.

 

BreakthroughMaps.png

 

Conquest - Kaleidoscope - we notice very few people run from the left tower up through the skatepark and to the dome. There are too many open spaces without cover which leave you open for a lengthy amount of time. 

 

ConquestMaps.png

 

As an example we’ve added the heatmap below which shows large areas of the map are underutilized as they are considered too dangerous.

 

heatmap.png

 

When can we expect these planned improvements to be live in-game?

The plans that we’ve outlined to you today will require substantial development time, so we want to be transparent that not all of these proposed changes will be available to you in-game simultaneously across all of our library of maps. 

 

We’ve established some healthier behaviors that we have already started to incorporate into new maps that are in development for the game, but we’ll be approaching the updating of old maps with dedicated focus to the maps most needing the changes first.

 

Our immediate priority areas of focus is to make improvements to Kaleidoscope on both Conquest, and Breakthrough. We know that we have the most opportunity to improve gameplay on this map, and this is where you can expect to see the first updates to land. We’re currently planning to deliver updates specifically to Kaleidoscope during Season One, and your feedback will help us to not only optimize the changes that we’re making to this map, but best inform us on where our focus on improving maps should move to next.

 

 

What do these identified improvement areas mean for future map design?

We’ve already briefly shared that you’ll visit new locations in future Seasons. So today we’ll also outline how these current learnings will impact our design process for future maps.

 

The biggest action point for ourselves is that bigger maps doesn’t necessarily mean more freedom and playstyles, or fun. So you can expect future maps to be smaller in scale than most of our release maps. This also means we are reviewing a possible reduction in the number of Sectors and total Capture Points per map when playing at 128 players. We’re also thinking about changing the shape of the maps to give them more sense of direction. We feel that going from a common Battlefield standard of a square shaped playspace, to a rectangular shape most commonly used in some of our older entries in the franchise can better incentivize pushing forward versus circling out sideways. We feel that this can help to focus areas of combat, enable you to have more focused awareness, and reduce opportunities for enemy fire to come in from all around you.

 

We’ll also review the player counts across modes such as Breakthrough, as well as the types and number of vehicles that can be used on specific maps. For example, does it make sense to have (multiple) Jets on Kaleidoscope if that is our smallest map? It’s important to note here that our focus isn’t to limit your available options, but instead to find the right balance which positively enhances your gameplay experience. Above all, we want you to have fun no matter which map you’re on.


 

What’s next?

We hope today we’ve given you a good overview of how we’ve been collecting your feedback around map design, and our thought process on how we can improve. We’d like to keep this as an open discussion with you, the community, and we’re looking forward to your thoughts on what we’ve outlined today. 

 

Throughout the post today, we’ve posed a lot of questions, and we invite you to share your thoughts, feelings and responses over on the official Battlefield forums, but we’ll of course also be reading your comments across multiple hubs of community such as Discord, Reddit, and Social Media.

 

I will be back later this month to talk to you about the feedback that you’ve shared, what that’s enabled us to pursue, or inspired us to address. You’ll hear from me, and the team on how your feedback is helping us to best improve the experience you have when playing the game.

 

Lastly, we’d like to end with once again stating our dedication to the continued effort of improving on, and delivering new content for Battlefield 2042. We don’t take you, our players, for granted, and we truly appreciate your feedback and continued post-launch support now that we’re on the road to Season 1. 

 

 

See you on the Battlefield,

 

Freeman // @PartWelsh
Community Lead, Battlefield

Edited by Mexicola9302
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"Based on your feedback, we’ll outline 5 main topics we’ve identified around the current problems that we face with gameplay on maps,"

 

Literally every single bit of feedback the community has given them they had in the beta, they ignored every single bit of it and assumed the community was wrong and their design was right. Even now they are taking zero responsibility for that, instead acting like this feedback is new and are shifting blame onto the player count increase.

 

2042 has zero hope of a BF4 like revival cause of this.

 

 

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1whitebuddah

Didn't they try and blame the halo release for the poor reception of 2042 aswell?

 

It's sad to see this game flopped hard, they may aswell just start over and develop a new bf. I'm not so sure this one can be saved. And the first season isn't even out yet. 

 

To anyone that still plays this - how is the pc performance now? I was thinking of jumping back in but remembering how poorly this game ran I decided not too. 

 

Still I might go and play portal but even then their is no progression and limited guns. 

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9 hours ago, 1whitebuddah said:

Didn't they try and blame the halo release for the poor reception of 2042 aswell?

 

Yep.

 

They've only found excuse after excuse for why the game launched the way it did.

 

Halo, fans getting sick of buggy releases, 128 players and no doubt more excuses jammed in their post-mortem articles.

 

It's frustrating as hell to see them avoid the main issue - them. They had all the feedback they needed in the beta and they ignored it all and they got exactly what they should've expected by ignoring all that feedback. Seen it many times before be it with a new game or a giant update to a game, if the feedback is overwhelmingly negative your launch/update is gonna bomb and ultimately cause the death of the game unless you admit you were wrong and slam on reverse very quickly.

 

Also it's becoming tiring seeing devs dismiss huge sources of feedback like reddit because of toxicity. Not defending any of those that go after the devs at all, but it's becoming a common, sh*tty excuse for them to just ignore huge amounts of valid, constructive feedback.

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  • 1 month later...
Mexicola9302

The newest update changed things a bit. I already had good FPS but using 1080p or 1440p never made a difference for some reason, now i actually get more FPS playing in 1080p.

 

Sure the game is sort of dead, but it got better, well at least a bit. I only play it some rounds every once in a while.

 

I think ppl that had totally bad FPS, could give it another try, well if it's still installed. Also the hitbox got better, i hit more times than before. But i already hit good before, maybe because of my ini edits, not sure.

 

Some ppl report jumps of up to 40 FPS. So something must have been done right.

 

Edit: I also didn't get any FPS increase with DLSS before, but now i do.

Edited by Mexicola9302
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  • 1 month later...

Says everything about the level of talent of the BF team's leadership that they're literally abandoning 128 players and just assuming that was the problem.

 

Not the operator system, not the horrendous map design with tons of walking and no cover, not the backwards progression, nope, none of that. 

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Mexicola9302

I just played 2 rounds on that new map, it is actually good. It has close quarter combat, much vertical gameplay and still tanks play their role.

 

I also like that the end of round voicelines have been deactivated, now you only see the top 3 players without these annoying cringy lines.

 

But i still would prefer the whole game without these annoying specialists. It would make the game feel like Battlefield again.

 

I like playing medic, but i hate the specialist Angel, damn i hate his accent, and the russian lady is annoying as f*ck too. Why can't there be an american or english medic, no it must be one with annoying accent...

Edited by Mexicola9302
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Still same trash but it feels a lot better! 
* I prefer 64players mode + BFBC2 and BF3 maps! 

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Mexicola9302

I just played another 3 rounds on the new map, it really is fun to play that one. If they keep making the game better, focusing on what is important, it might actually be a good game in a year or something. The other maps need to have more close quarter combat too, and then it's all fine.

 

Edit: I figured out that old lady medic is a german lol, well i hate my own accent then. :D 

Edited by Mexicola9302
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  • 2 months later...

I agree on the stuff said about this game. But I do like it atm tho.  Its playable on a few maps. And since i love the series (and paid a crazy amount for the game) I am still playing.  I dont know if there is a hope of ressurection of the game. But hope they improve what they can (which is still a longshot). 

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Reverting to classes (although they've still not went 100% with it yet) and adding more infantry cover to maps.

 

All things that were part of the feedback DICE got pre-launch during beta's that they actively ignored and basically said "we know better". Imagine what BF 2042 might look like if they listened to their fans who literally just wanted them to make the game they wanted.

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Mexicola9302

LMAO just one new map that looks similar to Discarded, 2 new vehicles and 3 new weapons. And they even add a new Specialist, they should remove all Specialists not add more of them. :sadkek:

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They chose a Kel-Tec P50? But not a P90 wtf?

 

It is criminal that the game has been out almost a year now and we have 1 new firearm 1 new map and 1 new operator.

 

I like the game, it plays well like all battlefields do. But their choices and direction for things have almost always gone the complete wrong direction. Just like how they removed the stupid quips from the end of each match, knowing that people are sick of them, so yes, we were right. They still talk sh*t on the main menu though which is annoying.

 

I can't believe the lack of content in the game, especially from having no singleplayer. The portal was a mistake, I love the idea but adding that sh*t to a game prior to it having a good playerbase is pointless. It is adding too many modes for a game with not enough people playing it. And 2 maps per theme, doesn't mean that you can just play old maps and content. They should have fleshed out the main game first, THEN added the portal stuff later once the game had some interest.

 

They need to add way more guns, let me use some of those older guns in the main conquest without having to pick custom games with it enabled. We need a blank operator that doesn't speak that we can customize the face and outfit enirely, and use any other operator's equipment as long as we have them unlocked. For example I should be able to use Lis' rocket if I so choose and it handle the same. Or I should be able to take 2 equipment pieces. I want my classic loadout of Ammo box + C4, or Ammo box + rockets. But I can't do that anymore. It is stupid.

 

I like the way the season challenges open up each week and there are no dailies so you don't feel obligated to play at any time, just come on and do all that is available, I think that is the best way to do setups like this.

 

But still, not quite sure why they chose those guns, I get it is meant to be the future but who cares. Where are the classic battlefield guns? Why is there no M4A1, MP5, G3, Etc etc. Give me the classics but give them attachments and things to unlock. The game is all about progression and there is zero progression in the portal. So I want my sh*t in the main mode.

 

 

 

Anyway I made a vid of some of my clips:

 

Edited by Daz
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  • 1 month later...

There is another update. Version 2.1.0

 

Patchnotes in spoiler.

Spoiler
Battlefield 2042 - Update #2.1.0
Hi everyone,

We’ve loved seeing you explore everything that’s new in Season 2: Master of Arms. We’re now ready to dive into the first Update for Season 2, and we’re looking forward to getting it into your hands.

Update 2.1 for Season 2: Master of Arms releases on Tuesday, September 27 @ 08:00 UTC.

Here’s an overview of some of the key changes and improvements that are included in this Update:
  • A reworked version of Renewal, bringing an improved gameplay flow, new cover, terrain improvements and shorter distances between flags
  • The new Polaris RZR in-world vehicle, for swift traversal across the Battlefield
  • 3 new Vault Weapons for the the All-Out Warfare arsenal, bringing even more weapon variety; the P90, GOL Sniper Magnum and the M1911
  • Improvements have been made to reduce instances of mouse input latency
  • Balance tuning for Attack and Transport Helicopters, and the Nightbird
  • Irish’s APS-36 Shootdown Sentinel improvements that ensure it now blocks M320 LVG and M26 Mass Frag attachment grenades
  • AM40 and Avancys bullets will no longer incorrectly registered as SMG bullets

Let us know about your experience once you’ve gone hands-on with everything new in this Update.

See you on the Battlefield.
 
//The Battlefield Team
 
The Liquidators Await

A special event is coming your way during mid-October. We’re looking forward to sharing full details with you at a later time. But for now… expect new earnable cosmetics alongside infantry-only gameplay with tight playspaces and intense close-quarters combat.

c6c6c59a2a68636198dd9e05905f59b5abaaf679.png

Stay Informed

Follow us on the @BattlefieldComm Twitter account to stay informed on the roll out of our updates. You can also follow along with our tracking of Known Issues and further game changes we’re making via our Battlefield forums.
 
CONTENT
Renewal - Map Improvement


79ab0e342513a256a36aecea542bf9c2ff7dbfa0.png

Our intent for the map rework is to improve the infantry & close quarter combat experience. Flags and objectives are now significantly closer to each other. This will reduce the traversal time and overall ‘time to action’ when moving between sectors and objectives. To increase the impact of these changes, we decided to completely remove certain sections of the map that broke the game flow or were considered to be too far away.

We’ve worked with both the terrain and with a large amount of new military fortifications to provide more opportunities for cover. These assets transform the map, making it feel less pristine and more ready for war. A feeling enhanced during gameplay as the new military fortifications support destruction to greater extent than the original map design.

The Solar Station 1
The Solar Station remains the initial attack location in Breakthrough, only now it is heavily protected by huge concrete barriers, sturdy sandbags, shipping containers, and the large warehouses are perfect for hiding from air vehicles.
 
The Solar Station 2
Attacker vehicles will be crucial in helping in breaking down defenses. But be careful, enough stray shells can ignite a firestorm at this capture point.
 
Desert Terrain 1
The Terrain in Renewal has also been heavily reworked with a focus on providing clear infantry and vehicle paths and offering infantry better line of sight breakers and cover. When looking at our telemetry we could see that players did not move through the intended lanes across the desert terrain. The changes we made provide clearer paths for both infantry and vehicles.
 
Battery Farm
The Battery Farm has had a simplification pass and now promotes more predictable fighting lanes and lines of sight. Additional cover has also been placed, but you should remain wary of skybound threats.
 
Check Point - Green side
The check point on the farm side is now heavily fortified. Attackers will be able to use the new cover to slowly work their way to their new objectives. Vehicles can be a threat to these defenses, but the plethora of cover means C5 may always lurk around the corner.
 
Approach to Synseco Building 1
The approach to the Synseco building is now heavily fortified, offering vital cover to attackers. But cover alone here will not be enough to succeed, attackers must push through quickly.
 
Approach to Synseco Building 2
The central road that connects the checkpoint to the Synseco building is now the fortified spine of the map.
 
Interior Synseco Capture Point 1
Interiors of the Synseco building are no longer pristine. Instead they are storage areas for the defenders, their ammo crates and storage units making great cover for close quarters combat
 
Interior Synseco Hallway
Lines of sight in the hallways are now broken by sandbags and ammo crates, making these spaces viable defense points. Sandbags against windows offer some protection against enemy snipers, but also make for a great nest for you to return some marksmen fire of your own.
 
Synseco Foyer
The first front line in the crucial building, defenders now have the luxury of sturdy defenses, forcing attackers to think twice about using the front door.
 
Polaris RZR


c22b5e00397d26d563664b9ec77ad64772d84c17.jpg

Fast and fun. The Polaris RZR is now available on the Battlefield as an in-world vehicle. Jump into this lightweight buggy with a teammate and zip across the Battlefield, surprising enemy infantry or gaining new, tactical positions.

e10dc91abc33def90e2c74d5c17e9da65f52dd2e.jpg

New Vault Weapons
4 Battlefield Portal iconic weapons from the Battlefield™ 3 and Battlefield: Bad Company 2 era are now available in the All-Out Warfare arsenal. You’ll unlock these Vault Weapons at your own pace via the Assignment system.
 
P90 - Battlefield 3
A compact and capable weapon system firing 5.7x28mm armor-piercing rounds. It has three forward rails for a wide array of attachments. Comes with a 50 round magazine.
 
GOL Sniper Magnum - Bad Company 2
This German bolt action rifle provides exceptional performance and standoff capability. Its long range and accuracy makes it a great choice for special forces and counter terrorist units.
 
M1911 - Bad Company 2
Modified version of the classic .45 caliber sidearm for Allied forces. Seven round magazine.
 
Changelog
 
General
  • Fixed an issue preventing the Weekly Missions list from being scrolled during End of Round
  • Collection - Fixed an issue where the wrong input icon is displayed when equipping vehicle customizations
  • Statistics - Fixed an issue that could cause the accuracy stat to reach a value above 100%
  • Fixed an alignment issue related to HUD notifications on wide screen monitors
  • Fixed a scaling issue related to HUD notifications
  • Fixes an issue that could cause a black screen after leaving a game that was close to the End of Round
  • Fixed an issue that could cause the Introduction Video to play when booting the title into fullscreen and directly pressing Alt + Enter to go into windowed mode
  • Resolved instances where visual artifacts could appear on screen while matchmaking into a new server on the Exodus Conquest playlist
  • Fixed instances where binding a secondary input to mouse buttons did not work
  • The sorting arrow is now pointed correctly for the Players section in the Battlefield Portal Browse tab
 
Battlefield Portal
  • Multiple fixes and adjustments have been made to resolve issues with assets and collision across classic era maps
 
Rules Editor
  • Added Crawford, Stranded, Season 2 Weapons, and Vehicles to Rules Editor selection lists
  • Added Audio Asset Library
  • Added World Icons Asset Library
  • Added RemovePlayerInventoryAtSlot block to Rules Editor
  • Added RemovePlayerInventory block to Rules Editor
  • Added EnableFastTicketBleed block to Rules Editor
  • Added OnPlayerExitCapturePoint block to Rules Editor
  • Added OnPlayerEnterCapturePoint block to Rules Editor
  • Added OnCapturePointNeutralizing block to Rules Editor
  • Added SetCapturePointOwnership to Rules Editor
  • Added EnableCaptureHQ block to Rules Editor
  • Added CapturePointCapturingTime to Rules Editor
  • Added CapturePointNeutralizationTime to Rules Editor
  • Added SetNeutralizationMultiplier block to Rules Editor
  • Improved error messages to clarify parameter type mismatches for some blocks
 
Modifiers
  • Added Modifiers for Hiding Crosshair (also affects vehicles)
 
Gadgets
  • Fixed Incorrect Zoom levels when using SOFLAM
 
Maps
Breakaway
  • Resolved silo damage effects stopping when the silo was queued for destruction
  • You’ll no longer see foot on snow VFX inside the heli during the insertion sequence
 
Discarded
  • Fixed issue an issue where the terrain around the base of the walkway ship rail could be destroyed enough to make it float
 
Exposure
  • Fixed bullet decals not looking realistic on a painting in the C3 sector
  • Fixed bullet tracers from the MD540 Nightbird’s Minigun that disappeared when firing on certain assets
  • Fixed a fire extinguisher that was floating after the wall was destroyed
  • Fixed a LOD (Level of Detail) issue on wall near stairs in sector E2
  • Fixed an issue where players could enter unintended areas above the D1 flag room and shoot unaware enemies because of assets with missing collisions
 
Hourglass
  • Fixed an audio issue where walking over the outdoor bins at the western side of B1 was inappropriately triggering dirt sound
 
Kaleidoscope
  • Fixed an issue preventing AI from using the ladder between capture points B2 and D1
  • Fixed a LOD issue present on the plaza foundation planters found across the map
 
Orbital
  • Fixed an issue where the carports were shaking at the opening animation
  • Fixed an issue where the dumpster had audio material set to dirt
  • Fixed an issue where the rocket from rocket launchers would go through the map when shot beneath the soldier while standing on the ramp from crawlerway
 
Renewal
  • Fixed an issue in the Research Facility where players would be able to clip platforms and see through the assets while the head would be visible to others on the other side
  • Fixed an issue where players would clip with the ceiling and see through parts of the building when climbing on the lab barrels placed in corners
  • Fixed issue where players would clip with the sewers ceiling and see through the building when placed on the propane tank
  • Fixed an issue causing player camera clipping while vaulting on top of the pump station
  • Fixed issue with grenades thrown near the wall of the small lab that could pass through the terrain
  • Fixed an issue where the Breakthrough insertion helicopter landed out of bounds on attacker side
  • Fixed an issue where terrain clipped through the concrete canal
  • Fixed issue where front desks inside the Synseco building had LOD issues
  • Fixed increased shadow issue on both sides of the stairs that leads to the Research Facility
  • Fixed LOD issues present on the warehouse shelves found inside the research facility building
  • Fixed LOD issues present for the material around the windows at the ground floor in the Research Facility
  • Fixed sharp black shadow present on the edge of the bridge leading to the Research Facility
  • Fixed uneven and sharp lighting on the walls inside the Research Facility
  • Fixed an issue where after destroying the vegetation on the vab foundation where the revealed terrain looked unnatural and stretched
  • Fixed LOD issue on concrete cover while in destroyed state
  • Fixed issue where shadows were too dark in multiple areas of the map
  • Fixed missing wall mesh in some locations
  • Fixed LOD issue present on the planters found across the level
  • Fixed flashing and disappearing lights and shadows on a wall in the Research Facility
 
Stranded
  • Fixed issue where a LATV4 Recon partially caught in the hatch would take damage overtime
  • Fixed issue where vehicles would stutter on the hatches during opening
  • Fixed issue where players would stutter while standing on the rotating platform in the showroom
  • Fixed issue where an extended occluder was visible when the player is prone near the right margin on the front deck
  • Fixed an issue in sector C1 where an occluder was visible when the player is prone on the ship's margin near the zipline going to B1 and looking towards the antenna
  • Fixed an issue on sector C2 where there was intense flashing in one of the marketplace corridors
  • Fixed issue with flickering visible in the backdrop from deploy screen
  • Fixed issue where G-84 TGM would get stuck when shot in to E1 control tower
  • Fixed issue with inconsistent metrics where the player could not walk through 12 out of the 36 gaps made between the metal beams and the containers on top of the ship
  • Fixed issue where player received damage until dead when jumping on top of a moving platform
 
Soldier
  • Improved input polling to reduce aiming input latency
  • Players who previously observed mouse input lag during gameplay should feel an improvement with this game update. Please continue sharing your feedback about your experience with us once you've been able to play.
  • Fixed an issue that caused Overexposed lights on Soldier uniforms (IFF)
  • Fixed an issue where Repair VFX is still present for a short time after the user enters the vehicle
  • Fixed an issue where the character stance did not reset when entering/exiting vehicles
  • Fixed an issue where there grenade cooking animation was missing
  • Fixed an issue with the Large Impact Sound incorrectly being played when attaching C5 to vehicles
  • Fixed issues animations missing when throwing any grenade
  • Fixed issues with inconsistent face wrinkles on several characters. A proper skincare routine is important to compliment the active lifestyle of being on the Battlefield
  • Fixed an issue where Soldiers were visible for a second before spawning on the Spawn Beacon
  • Grenade throw animation should now play correctly
  • Fixed issue with Incorrect world log messages when repairing an air vehicle from the passenger seat
  • The Combat Hammer has should now have a hit indicator when striking a target
  • Sundance's landing animation with the Wingsuit has been improved. It's no longer causes jumpy behavior
  • Fixed unintended behavior for Soldier physics animations while in deep terrain craters
  • Improved prone behavior in craters and on ledges
  • A temporary Soldier movement speed has been added when performing stance changes
  • A short cooldown has been added to prevent standing / prone stance change spam
  • Fixed a camera snapping issue when starting a slide
  • Improved hit detection from shots fired by soldiers while in moving and in open vehicle seats
  • A prone soldier is no longer able to push other prone soldiers around
  • Introduced new player collision behavior for friendly Soldiers to help prevent body blocking in tight spaces. Friendly Soldiers that are moving will now be able to move through other Soldiers but will be pushed away whenever they stop moving to prevent clipping
 
Specialists
Boris
 
  • Fixed an issue that caused the SG-36 Sentry Gun to sometimes shoot enemy players through smoke
  • Fixed an issue with the SG-36 Sentry Gun is floating after being deployed
  • Fixed an issue where the turret deploy sound is delayed when deploying SG-36 Sentry Gun with Boris
 
Casper
 
  • Fixed an issue where the OV-P Recon Drone flies in circles after getting pushed by another player
  • Fixed a bug where Slow vehicles could not destroy the OV-P Recon Drone by ramming it or running over it
  • Fixed issues with Casper's OV-P Recon Drone tooltips showing as unassigned when unbinding Crouch Hold Keybind
 
Crawford
 
  • Fixed an issue where the Mounted Vulcan could be seen in the character hands when picking up the gadget
  • Fixed an issue with EMP VFX not being present on the Mounted Vulcan while under the EMP effect
  • Fixed an issue with Mounted Vulcan shield not being displayed correctly when destroyed
 
Irish
 
  • Fixed an issue where APS-36 Shootdown Sentinel did not not block M320 LVG and M26 Mass Frag attachment grenades
  • The legs on the APS-36 Shootdown Sentinel now have proper shadows
 
Lis
 
  • Fixed an issue Audio hit cue/indicator triggered on Lis's rocket when hitting nothing
  • Fixed an issue G-84 TGM gets a hit marker but 0 damage is dealt to the enemy Soldier
 
Rao
 
  • Fixed an issue where Rao signal hacker pulse was missing
  • Fixed an issue where Rao spotted any enemy that destroyed equipment nearby
 
Vehicles
  • Fixed an issue that would prevent jets from visually updating when viewed from a distance.
  • Hands are now correctly aligned on the 4x4 Utility steering wheel as soon as you enter the vehicle.
  • Minor tweaks to make exhausts look less odd in vehicle elevators. They were very exhausting.
  • The audio SFX from Stealth Helicopter bombs no longer persist after being fired.
  • The countermeasure prompt for vehicles is now only visible for the driver/pilot
  • The Gunner VE has been removed during spawn, now only showing when you are in the gunner position.
  • Updated the Air-to-Ground Missile crosshairs on jets to display the lock on crosshair
  • You will no longer hear the "In Stealth" target blocked audio when looking at a Stealth Helicopter with active dual 30mm Cannon Pods
  • The HEAT Shell has been renamed to HE Shell to better reflect its intended use as anti-infantry
 
EBLC-RAM
 
  • Aligned the EBLC-RAM Turret so it now sits snugly on the main body
  • The countermeasure prompt is now correctly displayed for the EBLC-RAM
  • Fixed an issue causing the EBLC-Ram Active Protection System ability to detonate Lis' Guided missile from further away than intended
  • Fixed an issue that caused the crosshair to be shown when deploying the vehicle insertion beacon
  • Fixed an issue that caused the EBLC-Ram Active Protection System ability to appear to shoot down Lis' Guided Missile in the wrong direction
  • Fixed issue that caused the EBLC-RAM Spawn Beacon to not attach correctly to moving objects
  • Placing the EBLC-RAM's Team Insertion Beacon in an invalid area will no longer spawn the Beacon in the last location it was placed
  • The EBLC-RAM now has working lights within the Collection screens.
  • When exiting the EBLC-RAM with the Team Insertion Beacon Deploy ability active, you will now automatically switch back to the previously equipped weapon
 
Vehicles - 60mm Flak Weapon Pod
 
  • The 60mm Flak Weapon Pod was underperforming against air vehicles so we have increased its effectiveness. Alongside that change we have also reduced its damage toward infantry to further solidify its purpose.
  • Velocity has been increased from 150 -> 250
  • Detonation delay decreased from 0.15 -> 0.02
  • Vehicle detonation radius decreased from 10 -> 2
  • Damage multiplier to infantry reduced 0.47 -> 0.05
  • An issue has been resolved that caused the 60mm Flak Weapon Pod to unintentionally damage infantry when damaging vehicles
 
AH-64GX Apache Warchief and KA-520 Super Hokum

We have observed that Stealth Helicopters have become the dominant Air Vehicle of choice since their introduction in Season 1. In Update 2.1, we are making several balance adjustments to the AH-64GX Apache Warchief and KA-520 Super Hokum to ensure all Helicopters have a dedicated purpose on the Battlefield. As a result, we’re increasing their anti-vehicle effectiveness.
  • 127mm Anti-Vehicle Rocket Pack velocity has been increased
  • 127mm Anti-Vehicle Rocket Pack damage has been increased from 100 -> 130
  • 127mm Anti-Vehicle Rocket Pack is now more accurately in shorter ranges
  • 127mm Anti-Vehicle Rocket Pack Replenish rate has been lowered 1.3 -> 2
  • 30mm Cannon Gunner Rate of Fire has been lowered 350 -> 200
  • 30mm Cannon Velocity has been increased
  • 30mm Cannon Gunner Damage Start Damage increased 18 -> 40
  • 30mm Cannon Gunner Damage End Damage increased 8 -> 25
  • 30mm Cannon Blast Damage increased from 18 -> 20
  • 30mm Cannon Overheat has been increased
 
MD540 Nightbird - Mounted 7.62mm Miniguns
 
  • We are updating the miniguns to ensure they remain powerful when actively managed, while reducing their effectiveness during continuous fire.
  • Minigun Wind Up Time has been lowered
  • Minigun Wind Down Time has been increased
  • Overall Dispersion has been lowered
  • Overheat has been increased
 
MV38-Condor / Mi-240 Super Hind - 7.62mm Minigun Pod

We have observed the Transport Helicopter 7.62mm Minigun Pod was mainly used for long range combat. We are making several balance adjustments to ensure its focus remains on intended defensive and close range use. It’s now more accurate, but with an overall decreased damage output and range while also overheating faster.
  • Damage fall-Off Starting Distance has been lowered from 350 -> 150
  • Damage Fall-Off End Distance has been lowered from 1000 -> 300
  • Dispersion has been lowered
  • Wind Up Time has been lowered
  • Wind Down Time has been increased
  • Overheat has been increased
 
Weapons
  • Fixed an issue that caused AM40 and Avancys bullets to be registered as SMG bullets
  • The AM40 Standard Issue Ammo now correctly displays the intended magazine count of 20
  • The AM40 and Avancys can no longer be used underwater
  • Adjusted deploy delays for Vault Weapons to ensure a smoother experience
  • Fixed a bug where picking up the DM7 from the ground would show incorrect weapon icon
  • Fixed an issue that caused the M11 scope on the BSV-M to not have the correct display
  • Fixed an issue that was causing unwanted behavior on underbarrel ammo
  • Fixed an issue that would cause the Avancys to display the wrong LOD when another player zoomed in on you
  • Fixed an issue where the PF51 would shake when firing after switching from and to primary
  • Fixed the suppressor muzzle flash being visible in front of the BSV-M when using certain scopes
  • Missing hints for underbarrel attachments have been located
  • Reload no longer sometimes go missing on the the SWS-10 when low on ammo
  • SFX have been improved for Laser Sights
  • The Ghostmaker R10's attachments are now displayed on Kill Cards
  • The PF51 now shows the correct Magazine size in the Collection screens
  • The Target 8T scope now has the correct icon on the Avancys

 

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When the hell are they adding this to EA play 😐

 

They keep supporting it but surely it'd be a good idea to get it on EA Play now and boost the numbers that way.

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I've been a BF player for years and years, played almost all of them, I had issues with 2042 but as soon as I started enjoying it a little bit and forgetting the issues it has, I tried MW2's beta (first COD I properly played since COD World At War back on PS2 lol) and it made it really difficult for me to play BF2042 again, it's just not a good game by comparison.

 

On the opposite side though, I have BF1 and BF5 downloaded and I alternate between those two and they are tons of fun, yes, BF5, a fun game, that's what BF2042 does to a man.

 

 

Edited by MaddenedGhost
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  • 1 month later...

Update 3.0

 

Patchnotes:

Spoiler

Hey everyone,

Season 3 for Battlefield™ 2042 deploys across all platforms on Tuesday, November 22 at 12:00 UTC, while Update 3.0.0 goes live at 08:00 UTC.

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Tensions continue to escalate as our squad of No-Pats head to the Northern Swedish wilderness within Season 3: Escalation.
 

What’s new in Season 3?


Here is an overview of the new content in the Season 3 Update, alongside highlights for changes and improvements:

 

 

  • New Map: Spearhead
  • New Specialist: Rasheed Zain
  • New Vehicle: EMKV90-TOR
  • New Weapons: Rorsch Mk-4, NVK-P125, NVK-S22
  • New Gadget: Throwing Knife
  • New Vault Weapons: XM8 LMG, A-91
  • New Battle Pass

 

 

When can I play?


Season 2 of Battlefield 2042 officially comes to a close on November 22nd at 08:00 UTC, at which point Update #3.0.0 will go live for all platforms. Season 3: Escalation will release on the same day at 12:00 UTC, along with progression towards that content.

Once Season 3 is available for play you will be able to jump into our latest map, Spearhead. We are introducing 24/7 playlists for both Conquest and Breakthrough, and you’ll be able to begin working your way through unlocks within our latest Battle Pass where the all-new Specialist, Weapons, a new Vehicle, Gadget, and loads of Cosmetics await you.

 

 

When can you expect our next game update?


Update 3.1 will land before the Holidays, you can expect to see the reworked Manifest map, more Vault Weapons added to All-Out Warfare alongside further fixes and changes. With a brand new Mid-Season Event taking place later in December.

//The Battlefield Team

 

 

Stay Informed


Follow us on the @BattlefieldComm Twitter account to stay informed on the roll out of our updates. You can also follow along with our tracking of Known Issues and further game changes we’re making via our Battlefield forums.

 

 

What’s in the 3.0 Update?


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New Map: Spearhead


Spearhead is our latest CQC-focused map, nestled within the rocky formations of the Swedish wilderness you will find Nordvik’s manufacturing facilities, capable of manufacturing high-tech weaponry and components for weather machinery.

 

 

 


Inside these manufacturing facilities you can expect frantic close quarter confrontations as you battle it out to reclaim control of The Cubes. Outside, make sure you are carrying explosive ordnance as you’ll be upfront and personal with vehicles roaming over the dense rocky landscape.

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Points of Interest

 

A1 & A2: Forward Operating Base


One of the first notable points of interest with Spearhead is the joint Forward Operating Base next to the lake, capturing and maintaining both of these objectives will ensure easy access as you approach the Communications Outpost.

 

 

B: Communications Outpost


The Communications Outpost is a medium sized staging area with four communication towers located throughout it. Keep your eyes peeled on the skyline as verticality is at play here.

 

 

C1 & C2: Printing Facility


The Printing Facility is one of two Cube structures that dominates the horizon of this particular location. Close quarter confrontations await you as you head into the Weapons Printing Facility, make your own entry points through the walls as you take the fight towards your objectives.

 

 

😧 Materials storage


As you continue alongside the ever winding lake that splits this location in half, you will find the Materials Storage. Exercise caution as you fight throughout the explosive storage units that supply both Nordvik facilities.

 

 

E1 & E2: Painting Facility


The Painting Facility brings out Points of Interest recap to a close, as with the Printing Facility of C2 you can expect similar encounters as you battle through this second Cube building.

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New Specialist: Rasheed Zain

Perseverance and formidability are two characteristics that define Egyptian-born security expert, Rasheed Zain.

Through Zain’s training throughout military and special forces, Zain has become adept at using his XM370A airburst launcher to flush out foes from behind cover, leaving him clear to pick them off as they run for the shadows.

Though that’s not all that Zain has to offer, through his sense of duty above all else and tireless stoic attitude, Zain is able to recover health much faster in the field. Positioning him as a prime candidate for leading from the frontline.

 

 

 

 

Specialty: XM370A


The XM370A is an Airburst Launcher that allows Zain to flush out enemies from around and over cover, becoming a situational area denial loadout. If you have some foes hiding behind cover and are giving you trouble, the XM370A is the go-to piece of hardware.

 

 

Trait: Perseverance


Perseverance allows for Zain to begin recovering health immediately upon taking out an enemy. This effect stops if Zain takes further damage.

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New Vehicle: EMKV90-TOR


Positioned at the forefront of cutting-edge technology, the EMKV90-TOR is a Rail Gun Destroyer Tank that is capable of entering alternate modes aimed at arising and responding to different combat situations.

 

 

Siege Mode

 


Siege mode places the EMKV90-TOR into a grounded state, this lowered profile allows for improved stability as well as fire rate from the main Rail Gun turret.

 

 

 

Mobility Mode

 


Engage the Mobility Mode on the EMKV90-TOR to bring the Rail Gun Tank up from its Siege Mode, allowing you to move swiftly across the landscape and obstacles ahead of you. This mode is perfect to transport yourself and other passengers closer to the objective or insertion points while still being able to inflict significant damage to those around you.

 

 

 

Active Threat Detection

 


Fresh off the development line, the EMKV90-TOR features a detection system that picks up the source of incoming attacks within a certain range and filters that information back to you on your HUD.

 

 

 

New Weapons: Rorsch Mk-4, NVK-P125, NVK-S22


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Rorsch MK-4


The arrival of cutting-edge technology is here with the Rorsch Mk-4. This weapon uses electromagnetic forces to launch projectiles at preposterous speeds.

With powerful armor penetrating ammunition and requiring a short charge up time before each shot this versatile weapon can adapt itself to any situation and change its fire properties by quickly swapping the configuration of its under barrel mounted capacitors.

With the Rorsch MK-4, you have the ability to choose between a powerful single shot to decimate targets at any distance, full auto or burst fire for medium to short range encounters and make the battlefield yours.

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NVK-P125


With its unusual Bullpup configuration and its particularly high bullet speed this sidearm is perfect for engaging moving targets at medium distances without compromises, the perfect companion for any sharpshooter.

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NVK-S22


Need a shotgun with tactical options? This dual-barreled semi-automatic weapon offers great destructive power in a compact and nimble package. Surprise your enemies and become the dominator of close-quarters combat.

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New Gadget: Throwing Knife


Tactile in every way, an old friend from previous Battlefield titles returns. These deadly knives are used by masters of precision and timing and will deliver lethal damage for the one ready to meet the task at hand. Don't worry if you miss, you can pick them back up and try again - if you don't die while doing so.

 

 

New Vault Weapons: XM8 LMG, A-91


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XM8 LMG


Sporting the 100-round Beta-C magazine that allows it a shorter reload than others in its class, this Light Machine Gun variant of the XM8 is dangerous at medium ranges thanks to its very controllable recoil and agility.

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A-91


The A-91 offers highly controllable recoil which makes this smaller assault rifle very strong in all situations, just watch out for its horizontal recoil that can make it unpredictable at times.

 

 

New Feature: XP Boosts


Within our Season 3 Battle Pass we’ll be including XP Boosts, these are items placed on a set number of tiers which grant you an additional boost in XP for a certain period of time.

While these XP Boosts will be consumed as soon as you earn them, the timer will only count down while you are actively in a match. You can expect to receive your first XP Boost at Tier 18 of Season 3’s Battle Pass.

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New Battle Pass

100 new tiers of Hardware, Cosmetics and Player Card items are available for you to earn in Season 3’s Battle Pass. Gameplay content such as the new Specialist, Rasheed Zain alongside new weaponry like the Rorsch MK-4 are all available as part of the Free Tiers, while the Premium Tiers will grant access to further cosmetic rewards.

 

 

 

 

Changelog

 

Ping System Rework

We’ve made alterations to how the Ping System functions within Battlefield 2042, these changes aim to reduce the complexity of the existing ping system. Allowing for improvements to the pacing and accuracy of communication between teammates.

 

 

  • Pressing the ping button once will no longer place a location ping, but instead check for targets such as soldiers, vehicles or objects near the point of that placed ping.
  • If a threat is within the radius, it will immediately ping or spot that target for a duration of time.
  • Spots are shared to the team, while pings are shared to your squad.
  • Pressing the ping button twice in a row will still place a danger ping in that location.
  • Contextually, pinging targets no longer has any input delay.
  • Repeatedly pressing the ping button without the system finding any targets will incur a short cooldown which will prevent spotting.

 


With these changes in place, we anticipate an increase in communication between your team while reducing out of date pings that may have been placed for a previous encounter.

 

 

 

Gameplay Improvements

 

  • Fixed an issue where Q-spotting was not working as intended when pinging enemy air vehicles from further than 300m away
  • Fixed an issue when switching between Borderless from Fullscreen, the game window was not rendering as intended
  • Fixed an instance where pressing the ESC button would sometimes show an old Experience Selection screen
  • UI subtitles from Tutorial Videos would remain on screen for a short time when returning back to the main menu
  • User receives invalid game state error 2:2413J when accepting an invite from a player being in the second part of a Breakthrough game
  • The Turn Right/Yaw Right keybind was unable to be unbound unless the user unbinds Turn Left/Yaw Left too. This has now been resolved.
  • You will now be presented with a prompt to repair your game installation, if the game detects that you're missing files from a patch process
  • Soldier movement when changing directions will now appear smoother through improved animation physics
  • Fix for character models getting stuck outside of vehicles after entering them or changing seats while playing with high latency
  • Fix for ping not being positioned correctly for players inside vehicle open seat
  • Communication between soldiers equipped with Repair Tools has improved when near vehicles
  • - A soldier with the Repair Tool equipped will be able to see an icon over vehicles that are needing to be repaired
  • - A vehicle driver will be able to see an icon over soldiers equipped with the repair tool.
  • Added a new HUD option called "Interaction Prompt Scale" which allows adjusting the size of interaction prompts. This option can be found under Display > HUD Icons

 

 

Audio
  • Fixed projectile and firing SFX for the AA rocket for the Attack Helicopters
  • Lock-on sounds design overhaul, resulting in improved Air & Ground target lock on sounds
  • Weapons Audio sound improvements
  • Improved instances of VO when deploying into vehicles

 

 

Gadgets
  • Resolved an issue where the sprint animation for Launcher Gadgets wouldn't play as intended in first person
  • Fixed an issue where the player could not lock-on using SOFLAM through smoke
  • Fixed an issue where broken animations were present on grenades when switching from FXM-33 AA Missile
  • Fixed an issue where a broken animation was present on grenades when switching from any main weapon customized with a Bipod
  • Vehicles now get an “Hack Warning” indicator from the OV-P Recon Drone EMP weapon when locking on
  • Under Options, we have changed the naming of Quick Throw Grenades to better reflect its action within the game. It does not result in throwing grenades quicker, it results in automatically throwing the Grenade when pressed
  • C5 throwing distance has been adjusted to be more in line with its Anti-Vehicle intent

 

 

Progression
  • Reduced damage threshold for Vehicle Destroy Assist to 1, this will result in more Vehicle Destroy Assists taking place. Teamwork makes the dream work!
  • Ranger kills would sometimes incorrectly report incorrect quest progress, this has been resolved
  • Mounted Vulcan will now award “Vehicle Damaged” XP events upon destruction
  • Changed sorting order of underbarrel shotguns for M5A3, AK24, LCMG, SWS-10

 

 

Specialists


General

 

  • Fixed an issue on previous generation consoles where character models were not rendering properly
  • Fixed an issue in Battlefield Portal where BC2/BF3 Characters' hands do not align with the ladder when climbing in 1P
  • Fixed an issue that would often show Specialists’ character hands as shaking while climbing ladders
  • We've made several changes to improve the responsiveness of Soldiers in Update 3.0, you will notice these improvements particularly around Soldier Movement such as Jumping, Vaulting, Sliding, Entering Ladders and the deployment of Parachutes
  • Fixed Specialists having odd movement while attached to a rope while standing ontop of vehicles

 


Crawford

 

 

  • Fixed an issue with Crawford's animation Vulcan Stationary Minigun animation while in death cam

 


Sundance

 

 

  • On the first explosion when being killed by Sundance's Scatter Grenade, the wrong weapon was displayed. It now rightfully calls it out as 'Scatter'
  • Fixed an issue that caused Sundance's Anti-Armor grenade to be called Scatter

 


Casper

 

 

  • Fixed an issue where the "No ammo" prompt was displayed when Casper deploys the OV-P Recon Drone

 


Irish

 

 

  • We had spotted instances where Irish’ Deployable Cover was unable to be deployed as intended, we’ve made steps towards improving this

 

 

AI Soldiers
  • AI Soldiers will no longer quickly bleed out when being pinged by the player
  • AI Soldiers will no longer immediately re-enter vehicles after exiting due to taking damage
  • AI Soldiers have learnt the ability to drive and shoot with the M5C Bolte, always ensure you look both ways when crossing a road
  • AI Soldiers will now revive more often than before
  • Fixed an issue which resulted in AI Soldiers attempting to climb destroyed ladders
  • Improved AI navigation through several maps and modes

 

 

Maps
  • Fixed issue where players would not receive damage while in moving elevators on Kaleidoscope, Hourglass, Exposure and Orbital
  • Seagulls have begun to migrate, you’ll see less of them in some areas of maps. Do seagulls quack?
  • Adjusted birds flying low and popping in and out of view
  • Soldiers will no longer appear as though the are spawning in through the ground on maps
  • Fixed issue where entering an elevator with the ATV would result in death, driving them off a considerable height may still result in death when they land
  • Fixed issue where "Deploy point lost" message was showed on contested points and the player was not able to deploy on objective
  • Fixed issue where the tornado was following it's route through the team's HQ affecting spawns and gameplay
  • Fixed issue with visual glitch on Deploy/Undeploy
  • Map Location Icons were displaying incorrectly on Manifest, this has now been resolved

 

 

Vehicles

Categorization of Vehicles has received an overhaul with Update 3.0, providing updates to the classification of Vehicles. Vehicle counts and availability have also been updated depending on Map and Mode requirements.

Vehicle categorization is as follows:

Light Transport - LATV4 Recon, LCAA Hovercraft
Armored Transport - MAV, M5C Bolte
Heavy Armor - M1A5, T28, EMVK90-TOR
Light Armor - EBAA-Wildcat, EBLC-Ram
Air Transport - MV-38 Condor, Mi-240 Super Hind
Attack Helicopter - AH-64GX Apache Warchief, KA-502 Super Hokum, YG-99 Hannibal, RAH-68 Huron, MD540 Nightbird
Fighter Plane - F-35E Panther, SU-57 FELON

With the reworked allocation of Vehicles and their availability, you can expect Maps and Modes to play a part in the amount available to you.

For example with Conquest 128 Players on Spearhead will consist of 4 Light Transport, 1 Armored Transport, 1 Light Armour, 2 Heavy Armour, 1 Air Transport, 1 Attack Helicopter and 1 Jet Per Team alongside In-World Civilian Vehicles.

 

 

  • Fixed an issue where AT missile could not be fired against SOFLAM painted Aircraft and AA Missile could not be fired against SOFLAM painted Vehicles
  • Fixed an issue with absent visual effects on tanks when receiving systemic damage
  • Lowered collision damage multiplier at low-med velocity for Bolte
  • Fixed an issue where the "Location Revealed" message was not shown for the soldier sitting in a gunner seat
  • Fixed an issue where destroyed tanks would disappear immediately after the last hit
  • Fixed an issue where Heavy Ground Vehicle crosshairs moved slightly down when resizing the client window
  • Fixed an issue where the vehicle crosshair had a random color
  • Fixed an issue where the LATV steering was as sensitive after receiving wheel damage as when undamaged
  • Removed min dispersion on 50m Air and Ground Cannons
  • Fixed an issue where icon opacity while zooming in vehicles would not function correctly
  • Fixed an instance of driver model being rendered outside of vehicles

 

 

Weapons
  • Fixed an issue where the MGL Laser beam was not properly aligned with the Ghostmaker R10 and its attachments
  • Fixed an issue where the Tactical, Warhawk and Arcom attachments had the same icon on DXR-1
  • Avancys is now using the correct bipod
  • Fixed an issue with the hands pose being incorrectly placed on the LS-1 Laser Sight on M12
  • HE Grenades and Incendiary Grenades now always explode after the arm timer has elapsed, regardless of a player having been hit before or not
  • Fixed Scope magnification on the GOL Magnum Sniper not applying properly when switching between weapon attachments and other weapons
  • Fixed an issue where the reload prompt was not the same color as the rest of the HUD
  • Improved a situation where the weapon would stop shooting in automatic fire under bad network conditions
  • Fixed an issue where both the STNR Laser and MGL Laser were seen as red when looking directly at them
  • The Ghostmaker R10 is now correctly functioning as a silent weapon
  • There was too much dirt on some scopes for the BSV-M, we’ve put a cloth to some of the lenses and they should now be much cleaner
  • Improved Aim Assist functionality when fighting vertical recoil
  • Fixed an issue where the Laser Sight was passing through walls/objects
  • Shotgun pellet count lowered and damage adjusted to compensate
  • Fixed issue with suppressors not silencing under some conditions
  • Removed the 1x Body Shot range on SWS-10 to match the change on the GOL
  • We have noticed a rising trend of using bolt actions in enclosed space and getting advantage of this feature, meant to be used defensively, in an offensive manner
  • This change encourages Bolt Actions to be used for medium to long range encounters, allowing for the opportunity to switch to a sidearm on close quarter encounters
  • Bolt Action Snipers Hipfire Dispersion increased by ~1 degree in all stances
  • Increased AKS-74u Damage drop-off distance, making it better at medium combat ranges
  • Lowered Avancys Damage drop-off distance, there will no longer be a 4-Shot Kill range during close range encounters
  • Increased NTW-50 Damage against Light Vehicles slightly with Anti Materiel ammo and substantially increased with Anti Materiel High Power ammo
  • Body Shot range reduced for NTW-50 from 150m to 100m
  • M60E4 damage lowered from 50 to 75 meters. 28 -> 22
  • Increased M1911 Damage drop-off distance up to 30m
  • Increased MP412 REX Damage drop-off distance up to 40m
  • Increased AC42 Bursts per minute. 160 -> 170
  • Increased PP-29 Damage drop-off distance under 30m
  • SFAR-M GL damage lowered from 50 to 75 meters. 28 -> 22
  • Semi-Auto fire mode is back on AK24 after a failed experiment
  • Fixed an issue on some Vault Weaponry not getting the correct headshot multipliers when some attachments were active

 

 

Battlefield Portal
  • Added the new Season 3 map, Spearhead, to the IsCurrentMap selection block
  • Added the BF3 gadget, MAV, to the gadget selection block
  • Added Charlie Crawford's Mounted Vulcan Specialist Gadget to the Specialist Gadget selection block
  • Added Rasheed Zain’s XM370A Airburst Launcher Specialist Gadget to the Specialist Gadget selection block

 

 

Battlefield Portal Weapons
  • Improved underbarrel grenades zeroing precision
  • Adjusted shake on Holo and PKA-S optics
  • M416 and AEK will now have improved gunsway

 


AN94

 

  • Recoil Distance has been decreased for the AN94

 


M16A3

 

 

  • Lowered Horizontal Recoil offset by 0.05

 


G3A3

 

 

  • We’ve lowered the Vertical and Horizontal Recoil for the G3A3 while increasing the Recoil Decrease rate

 


ACW-R

 

 

  • Slightly increased the Recoil Decrease rate

 


M60E4

 

 

  • Horizontal Recoil decreased for the M60E4

 


SCAR-H

 

 

  • Slightly reduced Vertical and Horizontal Recoil



8dd467f92632f4b195b978b1ccdd206fb4b6d321.jpg

This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.

The new weapons look interesting, some sort of Railgun for long and shorter distances and a Bullpup Pistol.

 

The game is getting better and better map and optimization wise, but im not so sure if balance is getting better.

Edited by Mexicola9302
Centered the pictures, removed gifs not showing up.
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