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The M30 drilling bug is somewhat similar in that the gun glitches to sit above the hands so it just floats there. Your hands turn to jelly as well so even using your sidearm is nigh on impossible.
 
And so the changes begin..... :rolleyes:. Every damn time. It's my most hated thing about Battlefield.

I wish they stopped messing around with the weapons and just concentrated on fixing the bugs and give us content.

DICE bell-ends said:
Top TTK/TTD Facts You Should Know

  1. The upcoming Battlefield V Tides of War Chapter 1: Overture Update will not have any changes that impact the current TTK. However, there will be balance tweaks to weapons (see breakdown below).

  2. TTK and TTD are very closely linked. We’re seeing players die too often/too quickly and get frustrated because of it. So, we’re looking at how we can improve the experience for new players and veterans alike. This may lead to a perceived slower TTK.

  3. We’re investigating all elements that play into TTD, from netcode to damage feedback/other components that influence TTD perceptions.

  4. We want to achieve gunplay balance where the experience is healthy, where latency is in a good place in order to improve consistency experience across all platforms including PC and Console.

  5. We want to propose any TTK model changes to you, the community, and involve you in testing experimental changes with the goal of improving experience and create deeper gameplay potential.
Our Vision with TTK/TTD

As cited by Florian Le Bihan (Core Gameplay Designer):

The TTD experience is one of our high priorities right now and there are a lot of important and complex pieces that are being investigated to identify any issues in that area, including netcode.

We are also expanding the scope of our investigation and improvements to other components that are directly related to the player experience when it comes to getting shot, receiving damage, etc.

Another important piece is that we want to closely look at how we can improve consistency of the gameplay across all platforms, but also consider how we can ensure that latency does not reduce the quality of that experience for all our players around the world.

As part of Battlefield V’s live service, we want to involve you in experimenting some changes that we believe could improve the overall experience and create a deeper gameplay.

The first experiment we want to run is a TTK change that we will be closely measuring soon.

This TTK experiment may take the following shape but may change as we’re still investigating how to approach. It may be proposed to players in-game by rolling out the new TTK changes globally to all players connecting to any server, while adding a new playlist accessible through the server browser where players can play the old (or as it is, current) TTK to compare the two experiences.

As always, we’re continuing development of Battlefield V with the community in mind. Stay tuned as we’ll announce when the proposed experiment is available in-game and details of the exact changes.



Battlefield V Update Sneak Peek

Now, on to a laundry list of specific game elements that has been in discussion within our community as we lead into next week’s update release.

Please note that this is not fully inclusive of all updates being implemented. This is just a taste of what to expect. We will be releasing the full update notes prior to the update being released which will dive into all of the changes/improvements introduced.

  • Revive Mechanics
    • With the update, we are providing improvements that will make the Revive experience better on both ends (for the “reviver” and receiving “revive”). We identified a few delays that prevented players to get full control after the animation was completed - this is now resolved and will virtually make the reviving experience “faster”. We want to see if what we are addressing improves the quality of the experience enough. Increasing the revive speed is something we still keep in mind but aren’t implementing just yet.
  • Medic Class Balance
    • We will be introducing some weapon balance changes that will help most of the Medic weapons to perform better at-range, more specifically for the slower rate of fire SMGs that struggled to find a good place where they could compete against other weapons like Assault Rifles or Light Machine Guns. All the specific changes can be found in the weapon notes below but here is an outline of the changes we targeted:
      • Increased muzzle velocity and reduced bullet drag to allow more consistent range combat.

      • Increased the 5-hit kill range of SMGs to 30m instead of 25m.

      • Improved sustained fire accuracy of SMGs while aimed and stationary.
  • Weapon Balancing/Changes
    • Damage
      • Decreased M1928A1 maximum damage to 25.1 (previously 30)

      • Increased the 3 hit kill range of the Gewehr 1-5 to 30 meters (previously 25 meters)

      • Increased maximum damage for the Sturmgewehr 1-5 and StG 44 to 25.1 (previously 24)

      • Reduced the range at which the Turner SMLE can kill with one headshot and one body shot to 30 meters (previously 35 meters)

      • Increased the 4 hit kill range of all assault rifles, LMGs, MMGs and SMGs to 10 meters (previously 9 meters) to make close quarter damage more reliable

      • Increased all SMG 5 hit kill range to 30 meters (previously 25 meters)

      • Slightly extended pistol damage drop-off distances

      • Bolt actions no longer deal slightly reduced damage when hitting the lower body or upper arms, this means the minimum damage will never go below 55 damage.
    • Recoil
      • Increased horizontal recoil of the KE7 to 0.45 (previously 0.36)

      • Increased horizontal recoil of the M1907 SF to 0.41 (previously 0.39)

      • Decreased horizontal recoil of the STEN to 0.38 (previously 0.4) and increased the efficacy of the Ported Barrel specialization
    • Specializations
      • Increased the effect of the Slings and Swivels specialization. Switching to your primary weapon is now an additional 50 ms faster for all weapons and firing after sprinting is allowed an additional 16 ms earlier for bolt actions, assault rifles, semi auto rifles and SLRs

      • Changed the specialization for the KE7. Recoil Buffer has been removed. Quick Aim has been added. Specialization tree has been reordered
    • Reload
      • Increased the reload speed of the KE7. Base reload time is now 3.55 s (previously 3.75 s)

      • Increased the reload speed of the MG34 with the double drum magazine. Tactical reload is now 3.7 s (previously 4 s) and empty reload is 5.083 s (previously 5.5 s)

      • Increased the reload speed of the M1907 SF. Tactical reload is now 2.7 s (previously 2.9 s) and empty reload is 3.3 s (previously 3.5 s)
    • Miscellaneous
      • Improved sustained fire accuracy of SMGs while aimed and stationary

      • Decreased sustained fire accuracy of assault rifles while aimed and moving

      • Increased muzzle velocity of all SMGs as follows:

      • MP34: 495 m/s (previously 450 m/s)

      • MP34 (High Velocity Bullets): 560 m/s (previously 520 m/s)

      • STEN: 495 m/s (previously 430 m/s)

      • MP40: 455 m/s (previously 400 m/s)

      • EMP: 420 m/s (previously 380 m/s)

      • MP28: 345 m/s (previously 320 m/s)

      • Suomi KP/-31: 330 m/s (previously 300 m/s)

      • M1928A1: 330 m/s (previously 280 m/s)

      • Decreased drag of SMG bullets from to 0.005 (previously 0.007) for regular bullets and 0.0035 (previously 0.005) for High Velocity Bullets
  • Dragging Downed Teammates
    • You will not see the ability to drag downed teammates with this update. We are still investigating feasibility around this mechanic.
  • Max Rank Company Coin Accrual
    • We have a backend fix we have proposed (server side, so no client update needed). We are still testing to ensure stability and will update everyone once it’s live.

    • We are also working on a way to retroactively award Company Coin for hours played at Max Rank and hope to have an update for you soon that we can share.
  • User Interface
    • Syncing Loadouts Across Factions
      • Although we won’t have improvements implemented for the upcoming update, we are actively working on a solution.
    • ‘Apply All’ to Weapon Skins
      • This is coming in next week’s update!
    • Airlifts
      • What are Airlifts? - Battlefield V Deluxe Edition players and Origin Access Premier subscribers are granted 20 Airlifts, one new Airlift each week (each Airlift containing a single customization item) starting on the day that they receive the Deluxe Edition entitlement (whether through a pre-order, upgrade, or full code redemption method). Upon logging into Battlefield V for the first time, you will notice you have received Shipments in your Armory. Depending on when you received the Deluxe Edition entitlement you may have more than one Shipment waiting for you. In other words, if you received Deluxe Edition entitlement 5 weeks prior to actually playing Battlefield V for the first time you’ll have 5 Shipments waiting for you. At that point, you will have 15 more Shipments to be delivered, once a week for 15 weeks.

      • When do I start getting my Airlifts? - Your 20 Airlifts start deploying, one per week, when your Deluxe Edition entitlement is added to your account. This would be either by completing the purchase of Battlefield V Deluxe Edition, upgrading to Deluxe Edition, or redeeming a Deluxe Edition code.

      • What is in the Airlifts? - We’ll have a detailed rundown on what everyone gets in their Airlifts coming out soon. The 20 Airlifts consist of 2 emblems, 13 weapon part skins, 2 sidearm skins, and 1 uniform set.

      • Please note we are also working on a blog that will dive into Airlifts in much greater detail to clear up recent confusion.
  • Endless EOR (End of Round)
 
I'm enjoying it so far but some of the maps are dreadful, as said. Given there aren't many to choose from I can see how players are getting bored/frustrated already. 'Luckily' I don't have time to throw 50+ hours into this already.
 
Anyone gone through the rigmarole of unlocking the cricket bat yet? Not only do you have to play the single player you cannot do all the challenges in one play through so you have to endure the levels a 2nd or 3rd time! And don't forget the limitless fun of looking in every bush for the bloody letters!
 
Buffing the STG and 1-5, lmfao at that.

Anyone gone through the rigmarole of unlocking the cricket bat yet? Not only do you have to play the single player you cannot do all the challenges in one play through so you have to endure the levels a 2nd or 3rd time! And don't forget the limitless fun of looking in every bush for the bloody letters!

I have, I wouldn't bother it seems bugged in that you can't OHK when hitting someone from behind with it. Or at least I haven't been able to, it just swings instead of the kill animation.
 
Buffing the STG and 1-5, lmfao at that.



I have, I wouldn't bother it seems bugged in that you can't OHK when hitting someone from behind with it. Or at least I haven't been able to, it just swings instead of the kill animation.

Good to know. I won't need to revisit the horrors of the single player.
 
Dragging Downed Teammates

  • You will not see the ability to drag downed teammates with this update. We are still investigating feasibility around this mechanic.
Lol, i'd be surprised if this ever makes it into the game, they announced this months ago yet its never been seen working even in a demo state.
 
Dragging Downed Teammates

  • You will not see the ability to drag downed teammates with this update. We are still investigating feasibility around this mechanic.
Lol, i'd be surprised if this ever makes it into the game, they announced this months ago yet its never been seen working even in a demo state.
If it ends up looking like some of the clips I've seen of half tracks towing AA guns around it could be frickin hilarious. :D
 
If it ends up looking like some of the clips I've seen of half tracks towing AA guns around it could be frickin hilarious. :D


Try towing a field gun with one of those little german tracked bike things, you end up with the bike doing a "wheelie" on the back of its tracks and tons of physics spazzing out generally. :p
 
Dragging Downed Teammates

  • You will not see the ability to drag downed teammates with this update. We are still investigating feasibility around this mechanic.
Lol, i'd be surprised if this ever makes it into the game, they announced this months ago yet its never been seen working even in a demo state.

I wouldn't count on it ever appearing in the game.

I wish they would go back to how medic revives worked in the previous games, but keep the animation thing for squads member revives. it might actually help promote a few more revives as i don't seem to get picked up nearly as much as I did in BF1 by random medics. They also need to better indicate the direction you were shot from so you can communicate to squad mates if it worth trying to revive or not.
 
I wouldn't count on it ever appearing in the game.

I wish they would go back to how medic revives worked in the previous games, but keep the animation thing for squads member revives. it might actually help promote a few more revives as i don't seem to get picked up nearly as much as I did in BF1 by random medics. They also need to better indicate the direction you were shot from so you can communicate to squad mates if it worth trying to revive or not.

A dragging mechanic just leaves room for a ton of glitches if you take into consideration all the different terrain in the game. They've talked about it but never shown it, after it wasn't in the beta i was thinking this will never make it into the game. Now they're supposedly "investigating its feasibility", the type of thing you would think they would have already done before announcing it. They can't even get something as basic as a vehicle towing a gun correct without the game sporadically going totally mental, i suspect dragging a teammate is a similar enough system in some respect so i really doubt it will ever make it into the game, even if it does its bound to be bug ridden.
 
Connection to EA online timed out. Your network bandwidth and/or network latency may not meet the requirements for this game

What is this nonsense - No other games have any issues, 200mb virgin, ping on overwatch/pubg etc around 25ms......

Any fixes?
 
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