Today at 12:00 PM UTC we have released Hotfix 4.1.1 for PC (and Current-Gen platforms) to address several issues that we noticed after the release of Update 4.1.
The full set of changes for this Hotfix is listed below:
Fixed an issue causing micro-stuttering on PC
Made a temporary change to Breakthrough to remove 128 player version map layouts on PC (and Current-Gen platforms) used on our new Breakthrough 64 player playlist
This is to address an unexpected issue that was causing incorrect ticket values and vehicle counts to appear across all maps. We will temporarily return to a fixed rotation of smaller layouts across Breakthrough until our team can resolve this issue.
Stay upto date with the status of the game by following us on the @BattlefieldComm Twitter account. You can also follow along with our tracking of Known Issues and game changes that we’re able to make in real time on our Battlefield forums.
Thank you, The Battlefield team
Battlefield 2042 - Update #4.1
No-Pats,
Update 4.1 releases on May 19. The focus for this update is to deliver further fixes, and Quality of Life improvements, as well as to update our All-Out Warfare rotations, alongside some balance changes to weapons and Specialists.
Here’s a summary of some our key changes:
The overall power of Boris’s SG-36 Sentry Gun has been reduced
Angel can no longer provide Armor Plates via his Supply Bag
Stock weapons now handle better through improved base recoil. To compensate, we’ve slightly reduced the recoil benefits provided by attachments
All-Out Warfare playlists have been updated with new setups, removing Breakthrough 128, from the list of options on Xbox Series X|S, PlayStation 5, and PC only, with more detail on the changes further down the page.
Up next in our update schedule is the release of Season 1, currently set for release in early June. We’ll be back with a full overview and Update Notes closer to its release.
To stay informed on the roll out of Update 4.1, you can follow us on the @BattlefieldComm Twitter account. You can also follow along with our tracking of Known Issues and game changes that we’re able to make in real time on our Battlefield forums.
Thank you,
The Battlefield team
Update 0.4.1
Fixes, Changes, and Improvements
General
Vehicle Aim Sensitivity and Transport Vehicle Freelook Sensitivity Controller settings now always correctly apply their effects
Aim Assist has been improved while aiming at moving targets
Aim Assist should no longer incorrectly acquire targets through thin obstacles
When not ranking up, you should no longer see the “You have been promoted screen” during End of Round
Delivered improvements that help to reduce input lag
Adjusted Trigger Weight to ensure that inputs feel more responsive when applying successive inputs
Audio
The Announcer Voice Over for Battlefield 1942 and Battlefield 3 experiences has been remastered, and now includes new radio sound effects
Battlefield Portal
Specialists will now correctly display animations during the End of Round screen while in Battlefield Portal modes
Made the following changes to Hardcore Templates within the Battlefield Builder to align them with our Featured Experience offerings.
○ Enabled HUD in Hardcore Templates
○ Disabled Mini-map and Compass in Hardcore Templates
Gadgets
Hitting enemies with EMP effects now correctly triggers Player Disrupted XP
Removed placement delay for deployable gadgets so they now appear instantly
Deployable gadgets are now easier to deploy
Insertion Beacon
The size of the Insertion Beacon has been increased so it’s easier to see
The Insertion Beacon is now visible from further away
Modes
In this update, we’re making multiple updates to the All-Out Warfare rotations. Our leading change is the removal of the 128 player version of Breakthrough. When reviewing the available experiences in All-Out Warfare, we felt that the 128 player modes are better suited for Conquest where gameplay spaces are larger, and where you have a more natural fit for sandbox gameplay.
In Breakthrough’s 128 player mode, we feel that the value and impact of an individual player, and squad is reduced due to the increased intensity and chaos of the combat.
When reviewing Breakthrough, we noted that the 64 player version represented a more tactical experience. Reducing our player count here helps to remove some of the chaos from the experience, and in combination with the reductions that we have made to the number of available combat vehicles, it means players are better able to hold frontlines more effectively. Players will also find more space to work together and fulfill their individual roles
As a result, squads in Breakthrough 64 have a better opportunity to work together, to flank the enemy, place a spawn beacon, use their plus menu to attach suppressors, then clear, and hold a point - one squad helping turn the tide as an example. We believe that the move to 64 players will bring back the pacing that helps celebrate these moments of teamwork and PTFOing, and will be keeping a close eye on how our changes help to improve the experience ahead of the start of Season 1.
Further changes:
Breakthrough 64 for PC, PlayStation 5 and and Xbox Series X|S now have set map sizes for specific maps:
○ Discarded, Manifest, Orbital, Kaleidoscope will play the 128 player version
○ Hourglass, Breakaway, Renewal will play the 64 player version
Soldier
The Compass now expands while in ADS to improve its readability
Specialists
Angel
Angel will no longer be able to grant Armor Plates via his Supply Bag
Boris
Spotting via the SG-36 Sentry Gun now highlights spotted players via a red dot, and spotted enemies are now also visible for friendlies
The SG-36 Sentry Gun will no longer track players behind walls
Overall damage and health for the SG-36 Sentry Gun has been lowered
○ RPM reduced from 450 -> 250
○ Start Damage 16 -> 10
○ End Damage 10 -> 7
○ Fall Off Damage Range 50 -> 40
○ Projectile Speed 960 m/s -> 500 m/s
○ Health 200 -> 150
○ Lock-on time increased by 0.3 seconds
○ Target Forget Time 2 -> 1.5 seconds
○ Target lock-on range 65 -> 50m
○ Reload Speed 5.2 -> 4.2 seconds
Dozer
Bashing with the SOB-8 Ballistic Shield while inside smoke should now always deal damage
Irish
Fortification System recharge rate reduced from 25 -> 20 seconds
Weapons
Update 0.4.0 introduced an unintended change to the behavior of some weapons via incorrect values on their damage tables. In this update we’re restoring performance to its intended design and you should feel an overall improvement to weapon performance
The impact of recoil affecting attachments has been lowered, while base weapon recoil has been improved to compensate. This means weapons without attachments now handle better
Bolt Action Sniper breath control now lasts a max of 5 seconds, with an added 5 second penalty if used entirely
Underbarrel Attachments no longer affect weapon deploy speed
Overall horizontal recoil for DMR's has been reduced
Sidearms are now faster to deploy
AC42
Increased the AC42 distance damage dropoff at higher ranges
AK24
Removed the AK24 Semi Auto fire mode
Increased AK-24 Burst Mode rate of fire to 900RPM
NTW-50
Improved the NTW-50 effectiveness against vehicles
Added an additional damage multiple versus tank tracks
PKP-BP
Increased PKP-BP vertical recoil, and added a new horizontal recoil profile
SFAR-M GL
Improved the SFAR-M GL damage at short to medium range
○ Taking down an enemy now requires 5, instead of 4 bullets while at 20m
Decreased the SFAR-GL distance damage dropoff
SVK
Reduced SVK’s Horizontal recoil to make it easier to land follow-up shots
Increased the SVK distance damage dropoff past 40m
SVK’s High-Power Rounds damage lowered past 150m
○ Taking down an enemy now requires 3, instead of 2 bullets
Vehicles
Fixed a bug for no XP being rewarded when capturing an objective in a vehicle that wasn’t spawned via the Deploy Menu
Following the release of Update 0.4.0, we’re continuing to make balance adjustments to vehicle gameplay by updating the total number of vehicles that can be active at any time across maps in Conquest and Breakthrough.
Conquest 128:
Kaleidoscope - Reduced each teams light ground vehicle allocation by 1
Manifest - Reduced each teams light ground vehicle allocation by 1
Breakthrough 64: Breakaway
Adjusted Sector 4 to reduce the Attackers number of Transport Air Vehicles by 1, and reduced the number of Heavy Ground Vehicles for Attackers and Defenders to 1
Manifest
Adjusted Sector 3 to remove the Defenders allocation of Transport Air Vehicles, and also reduced the number of Heavy Ground Vehicles for Attackers and Defenders by 1
Hourglass
Adjusted Sector 4 to reduce the Attackers and Defenders allocation of Heavy Ground Vehicles to 1, removed the Defending teams allocation of Transport and Combat Air Vehicles
Renewal
Adjusted Sector 4 to reduce the Attackers and Defenders allocation of Heavy Ground Vehicles to 1
Orbital
Adjusted Sector 4 to reduce the Defenders allocation of Heavy Vehicles to 1
MAV
The MAV is now part of the Transport vehicle category
M5C Bolte
The M5C Bolte’s Missile Launcher no longer deals unintentional increased damage to air vehicles
The M5C Bolte is now part of the Armored vehicle category
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.
Battlefield 2042 - Update #4.0
No-Pats,
Update #4.0 will be available on April 19. This update brings VoIP functionality for Party and Squads, a change to End of Round that displays the Scoreboard, as well as an overhaul of weapon attachments. It also includes many further changes and bug fixes detailed in full below, such as:
Balance adjustments to Specialists such as updated Traits for Rao and Paik, and improvements to Sundance’s Specialty, with a focus on their Anti-Armor Grenades being more effective against targets in their immediate vicinity
Vehicle balance changes such as making the M5C Bolte’s passengers easier to target, and a reduction in power for its Missile Launcher
Fixes for being unable to ADS after exiting a vehicle, or being unable to revive players near objects
Improved Ribbons and XP Events to make them easier to unlock across modes
We’d like to thank you for your patience while we’ve worked to get this update into your hands, and we’re looking forward to your continued feedback once you’ve been able to hop in and play.
Our next update following this one is presently scheduled to release in May, and is focused on bringing further quality of life updates and bug fixes. We’ll have more to tell you about the contents of that update closer to its release.
We’ll continue to keep you informed on the roll out of Update 4.0 via the @BattlefieldComm Twitter account. You can also follow along with our tracking of Known Issues and game changes that we’re able to make in real time on our Battlefield forums.
Thank you,
The Battlefield team
Update 0.4.0
Fixes, Changes, and Improvements
VoIP
VoIP (Voice over Internet Protocol) is now available in Battlefield 2042.
There are two voice chat channels to choose between: Party and Squad. Settings for VoIP can be adjusted via Options > Sound/Voice > Chat while in-game.
Scoreboard
In Update 3.3 we released the UI refresh for the Scoreboard. Following this update this UI refresh will now also be available during the End of Round screens.
Weapon Attachments
With Update 4.0 we’ve overhauled the behavior of many weapon attachments to ensure that their impact when customizing your weapons is unique, and noticeable. Previously, some attachments had effects that were too similar from others, and it was unclear what the impact on your weapons would be when switching between them.
We encourage you to experiment with the refreshed weapon attachments to see how they feel after the update, and you’ll be able to read the full set of changes further down the page.
General
Made several improvements to Kill Assists - Damage Assists trigger from a lower damage threshold, improving consistency and clarity - EMP Grenades now trigger Assists more reliably - Assists can now trigger when a teammate kills an enemy and either of them were covered in smoke you deployed.
Fixed EMP effects persisting on screen
Fixed a bug where equipping a weapon attachment from the item reveal menu would in some scenarios reset the full customization on that weapon back to defaults
Fixed a bug where the player's saved customization would sometimes be reset to defaults after joining a server
Simplified keybinds for Chat and VoIP
Switch weapon for Gunner can now be properly bound in key bindings
Airplane and Helicopter sensitivity settings added to the Options menu
Matchmaking & Social
Fixed a matchmaking error that could occur after quitting a Hazard Zone server
Matchmaking information is now visible in the Player Card screen
Fixed a bug where a user encounters a matchmaking loop and gets sent back to the lobby.
Disbanding a party before joining it no longer incorrectly shows the “Remove EA Friend” prompt
Progression and Unlocks
Adjusted Ribbons to make them easier to unlock across all modes, especially in Rush
Further adjustments to specific Ribbons: - Logistics - Progress earned from repairing friendly vehicles has been increased, and progress earned from healing and resupplying has been reduced - Objective - Kills or Assists while fighting for objectives in Breakthrough now also give progress - Intel - Progress for hitting enemy vehicles with EMP’s has been doubled - Combat - Destroying an enemy Ranger now rewards Ribbon progress - Combat & Wingman - Kills and Assists on enemy Players in Hazard Zone now give increased progress
Mastery for the Mi-240 Super Hind, MV-38 Condor, and MAV now gets progress as intended when teammates spawn in on your vehicle
Cosmetics and weapon attachments are now correctly marked as New when unlocked
XP from support actions has been increased, while XP from objective actions has been decreased to compensate: - Projectile Destroyed, with Irish’ APS-36 Shootdown Sentinel, from 5 -> 10 XP - Enemy Disrupted with EMP, from 10 -> 20 XP - Equipment Destroyed, from 5 -> 10 XP - Healing, from 5 -> 20 XP - Resupply, from 5 -> 20 XP - Repairing, from 5 -> 20 XP - Ranger Destroyed, from 25 -> 75 XP - Objective Neutralized, from 250 -> 200 XP - Objective Captured, form 375 -> 200 XP - Sector/Objective Defended, from 15 -> 10 XP.
Added an XP event for killing a downed enemy in Hazard Zone
Repairing Ranger now correctly triggers the repairing XP event
Maps
Breakaway - Fixed players or AI Soldiers sometimes not spawning in the correct HQ area
Hourglass - Fixes a bug where players were still receiving damage from the Tornado while inside the Stadium
Kaleidoscope - Sprinklers are now active for 9, instead of 20 seconds - Sprinklers no longer deal damage - Sprinklers should no longer affect players outside the building - The freeze effect in the HUD is less intense - Fixed an issue where players could shoot through the tires of some trucks on Kaleidoscope
Orbital - Fire from the rocket explosion event is no longer invisible and will slowly dissipate
Renewal - Fixed a bug where soldiers and vehicles would be affected by the storm while inside buildings
Reduced rubberbanding when key events such as the rocket launch get triggered
Bollards and ramps should no longer be triggered by deployed gadgets
Toxic barrels now continue dealing area damage if another nearby barrel gets destroyed shortly after
Fixed a bug/exploit where players were able to deploy gadgets or shields that would intersect with MCOMs, not allowing them to be disarmed
Fixed a bug where container doors were still presenting the interaction prompt after being destroyed
Updated destruction behavior for fences
Minor prop objects at distance now pop more slowly
Added support for traversal on objects linked to moving platforms
Enabled cover occlusion for player damage from explosions
Fixed a bug when elevator doors weren’t synced for players joining later during a match
Players can now sneak and open doors close to them while ADS
We’ve resolved multiple smaller issues across all maps that could negatively impact gameplay:
Fixed some areas where players could get stuck
Fixed floating of items
Fixed some collision areas that caused players to fall through items/the map
Fixed areas where planes could go through terrain while out of bounds
Fixed being unable to interact with some objects
Fixed some areas where players were able to see through the map
Fixed behavior on some interactable objects such as doors
Fixed clipping of objects such as vegetation
Battlefield Portal
Made several improvements to the Portal Browser - Name/Description is now autofilled when creating an Experience - Name/Description fields of preset Experiences are now empty by default - Browsing Experiences remembers your previous search query - Resolved instances where the Browse tabs didn’t function correctly when applying custom filters
Made adjustments to the chase camera on a number of vehicles in Battlefield Portal
Fixed an issue which could cause a game crash when players were near a Kübelwagen
Players no longer remain in a stuck trigger animation after deploying C4 and immediately jumping into a vehicle
The Defibrillator can no longer be equipped while swimming
Stationary Machine Guns will now be destroyed alongside accompanying towers
Added new VO lines for destroying or capturing objectives
Added new VO line for tower collapse event on Caspian Border
The tower on Caspian Border will now have improved barrage & projectile VFX before its collapse
Players can now switch back to their secondary weapon on an Experience with all primary weapons disabled
The Cycle Primary Weapon key binding now properly cycles to the secondary weapon if the player doesn't have a primary one
You should now always automatically have your last played loadout in the next round
Spawns on El-Alamein have been moved to prevent becoming stuck after deploying in FFA Mode
Battle of the Bulge - the screen now changes to sepia when going out of bounds near the tank battle vista area
Numerous fixes for floating rocks and cliff faces in Valparaiso, Arica Harbor, El-Alamein, and Caspian Border
Bad Company 2
You can now switch back to the Mortar Strike gadget while it’s recharging
You can now switch out from the Mortar Strike gadget using the inventory prev/next bindings (default mouse wheel) while it is recharging
Fixed an issue where weapon under barrel attachments would trigger on button press even if the weapon was not selected at the time
Rush - updated M-Com screens with arming/disarming progress bars and countdown timer
Audio
Fixed the wrong VO playing when giving attacking orders as Dozer
Fixed issue where Falck’s gadget VO would trigger when hitting enemies
The healing sound will now always play when Falck heals herself with the S21 Syrette Pistol
Adjusted Wingsuit audio for Sundance so they are easier to hear for enemies
Added surface scrape sounds to vehicle with tracks when rotating stationary
Improved audio across amphibious vehicles
The MD540 Nightbird and AH-64GX Apache Warchief now have the correct audio cues when Air-to-Ground missiles are ready to be used
Destroying a gadget should no longer trigger vehicle destroyed voice over
Improved at range audio for the Recon Drone
Low health sound should no longer get stuck when going into a vehicle
Added audio VFX for turning on/off the Flashlight attachment
The Prox Sensor should no longer emit warning sounds if no enemies are within reach
Soldiers should no longer hear the opposite ping VO being triggered from a 3P view
Improved audio consistency for vehicle call-ins
Improving cockpit audio experience when driving enclosed Land Vehicles in first person
Tweaked the vaulting sound when climbing ladders
Added audio for birds on Renewal
Added audio for destroying screens in the Synseco laboratory lobby in Renewal
Improved audio for damage caused by storms
Improved audio for vehicle gear shifting
Fixed an issue where rapidly pressing fire on a Sniper Rifle would play an audio cue as if two shots were fired
Improved audio for the M5C Bolte, EBAA Wildcat and MD540 Nightbird when they pass by players
Modes
Breakthrough
Fixed air vehicles being able to spawn at the opponents HQ in start of the round
Hazard Zone
Successful missions should no longer be shown as failed
You can no longer use a Redeploy Call-in when all players in a squad are alive
Removed placement ranking stats from End of Round screen in Hazard Zone
Adjusted costs of several Hazard Zone weapons and gadgets
The roaming AI LATV’s should no longer fail to spawn, or spawn at the wrong times
Soldiers should no longer be stuck in a mandown state
Hazard Zone end of round now shows all kills, instead of just human player kills
Hazard Zone end of round now properly shows in round instead of lifetime respawns
A collected Data Drive will no longer be permanently marked on the minimap
Players can no longer move their character in Hazard Zone after dying or bleeding out
Rush
Fixed issues with Rush declaring the winning team prematurely and/or incorrectly
Deploying gadgets over Rush M-COMS should no longer prevent arming it
Conquest
Adjusted spawn locations to prevent spawning out of bounds
AI Soldiers
AI Soldiers will no longer appear lagging while entering a vehicle
AI Soldiers can now repair combat vehicles in All-Out Warfare
Improvements to AI Soldiers operating Helicopters
Improvements to AI Soldiers reviving human players
Soldier
Fixed some issues where the player would be impossible to hit when entering an exposed vehicle seat
Fixed an issue where dead soldiers or friendly soldiers would block bullets
Fixed further instances of not being able to revive players when some of their body parts were clipping with assets/geometry
Fixed players not being able to place deployables in certain areas
Fixed an issue where the player would not be able to jump or vault after reviving someone
Fixed an issue where players would have 2 hands on a rifle while sprinting on a steep slope
Fixed losing input when jumping on/off the ladders
Fixed players appearing to fly after meleeing water
Fixed soldiers sometimes becoming invisible while downed
Fixed players sometimes going into downed state, instead of dying if killed in an out of bounds area
Fixed players entering a downed state after crashing with an air vehicle
Fixed players sometimes entering a downed state state while under water
Fixed players sometimes being thrown up in the air after getting revived
Fixed an issue where redeploying your soldier could cause dropped weapons to float
Fixed an issue where it wouldn't be possible to crawl under certain obstacles while prone
Fixed an issue where the player's camera could sometimes clip through the ground or objects when prone
Fixed an issue where the soldiers could fly when dropping down from steep areas
Fixed an issue where certain camera transitions would force the player’s FOV to be reset to the default FOV (55°).
Fixed an issue where it is possible to die when entering a vehicle right after performing a melee attack while in the air
FOV should no longer break after switching weapons on ladders
Improved traversal across moving objects
Updated animations for directional vaults
Soldiers will no longer die when swimming close to or under a water vehicle
Animations
Fixed an issue which would cause broken weapon animations while sprinting into world objects such as a wall
Fixed an issue where reload animations would play incorrectly
Fixed an issue where aborting a revive caused first person animations to break
Resolved several corrupted eye animations
Improved the preview animations of deployable objects
Improved left arm animations while crawling with a MCS-880
Improved left hand animations when using an under barrel attachment while sprinting
Sprinting out of water while swimming no longer puts you in a stuck sliding animation
Left hand animations should no longer break when entering and exiting vehicles
Players should no longer experience looping revive animations when downed
Gunners should no longer sometimes clip behind vehicles while driving
Made revive animations smoother
Switching weapons in a vehicle open seat will no longer result in a broken animation
Toned down weapon movement during initial ADS after deploy
Smoothed out the transition animations for camera and weapon movement when switching between stand/crouch
Jumping into water while reloading will no longer cause a broken reload animation
You can no longer see through your hands while using the SWS-10 or DXR-1 in prone position during reload
Polished idle animations for rifles
Specialists
Angel
Fixed a bug where Angel’s Supply Bag won't land when bouncing close to a vehicle
Fixed instances where Angel’s Supply Bag didn’t activate correctly
Fixed some occurrences that could cause the mesh of Angel's Supply Bag to copy itself onto other thrown projectiles
Irish
Made all vehicle types able to smash through Irish’s Deployable Cover
Resolved instances where Irish’s Fortification System couldn’t be placed on angled terrain
Fixed a bug where the APS-36 Shootdown Sentinel would not always stop targets if blocked by a soldier standing on it
Fixed an issue where players could see the APS-36 Shootdown Sentinel in an infinite firing loop at an unidentified target
Dozer
The SOB-8 Ballistic Shield and main weapon can no longer equipped at the same time when bashing or entering a vehicle
Dozer now becomes vulnerable for a short time when the SOB-8 Ballistic Shield is hit by heavy fire such as from tanks
Dying as Dozer while holding the SOB-8 Ballistic Shield will no longer cause you to be resurrected with the shield active
Reviving Dozer with the SOB-8 Ballistic Shield active no longer makes you float upwards
Repeatedly pressing the Prone and SOB-8 Ballistic Shield buttons as Dozer will no longer result in the player having the shield up while prone
Performing a takedown on Dozer with an active SOB-8 Ballistic Shield will now play the correct animation
Fixed a bug where Repair Tools caused the SOB-8 Ballistic Shield to deflect bullets
Fixed an issue where the SOB-8 Ballistic Shield could bash through thin walls
Rao
Rao’s Cyber Warfare Suite should now feel more responsive
Resolved bugs related to using the Cyber Warfare Suite ability without an active target
Once the Cyber Warfare Suite ability finishes, your target is now reset
Replaced Trojan Network with the Thread Perception Trait:
When Rao takes damage from enemy fire, he will automatically spot the enemy for himself
Paik
Replaced Threat Perception with the Eagle Eyed Trait:
Players damaged by Paik are now spotted for everyone
Updated Paik’s Mastery criteria to align with her new Trait
Casper
The OV-P Recon Drone can now be descend with Crouch toggle buttons
The rotors on the OV-P Recon Drone are now placed correctly
The spotting sound now plays correctly while using the OV-P Recon Drone
The OV-P Recon Drone now remembers it’s direction upon re-entry
Resolved wrong text displaying when OV-P Recon Drone
Fixed an issue that would sometimes prevent you from flying the OV-P Recon Drone upwards if you entered it while crouching
Boris
The SG-36 Sentry Gun should no longer clip outside elevators
A tank running over the SG-36 Sentry Gun will now destroy it
Sundance
Fixed Anti-Armor Grenades that locked on to targets which were too far away
Anti-Armor Grenades now filter by angle and distance in a more accurate way, and have the same priority for air/ground vehicles
Anti-Armor Grenades no longer swap targets when already tracking a target and have reduced maximum range once unfolded and in flight
Anti-Armor Grenades now have different tracking radius for ground and air vehicles
Anti-Armor Grenades no longer target Irish’s Deployable Cover or APS-36 Shootdown Sentry
Anti-Armor Grenades track properly if left sleeping on the ground now, instead of simply exploding
Improved the speed when switching through Sundance’s Grenade Belt
Scatter Grenade detonation timings adjusted to let them explode quicker
Landing on rough terrain no longer causes Sundance to bounce up in the air
Fixed a rare issue where Sundance's body could become detached from a vehicle upon entry while landing onto the vehicle from the wingsuit, causing Sundance to become invisible
Falck
Falck’s S21 Syrette Pistol can now be equipped while swimming
Fixed an issue in prologue where Falcks syringe did not spawn a pickup on the ground
Reduced the distance at which the S21 Syrette Pistol’s dart is visible
Mackay
Made it easier for Mackay to grapple onto moving vehicles
Players can no longer take damage from the Grappling Hook while downed
Adjusted Mackay’s walk animation when aiming down sight, the sight should no longer misalign with where shots are fired
Resolved issues where smoke stopped the Grappling Hook from working
The Grappling Hook crosshair should now correctly pick up objects while in range
Looking as far left/right you can while grappling while pressing A/D no longer allows you to slow down or speed up
Fixed a rare occurrence where entering a vehicle after using the Grappling Hook could cause Mackay to become invisible
HUD / UI
HUD - hints for Reload, Low ammo and No ammo will now blink a few seconds and then fade out. Switching weapons in these states will restart this animation
HUD - added critical (red) and out of bounds (gray) color to WorldInfo, SoldierInfo and SoldierCompass HUD widgets
HUD - centered soldier compass direction readout and added positioning arrow shape
HUD - added scaling options for the Mini-map/team, Personal Log, World Log, Player/Vehicle Info, Chat and Vehicle Passenger List
HUD - added critical state for vehicles
Added new options that allow players to scale the transparency of many different icons in the HUD (Friendly icons, Squad member icons, Enemy Icons, Revive Icons, Objective Icons and Ping Marker Icons). Each icon type can have a different transparency when zoomed or not zoomed. The option can be found under DISPLAY > HUD ICONS.
Added a Chat Log Visibility option to allow players to set the default visibility mode of the chat log (which allows it to be turned OFF on console where no key bindings exists to change visibility in-game)
Adjusted scaling of objective icons over distance, they will now start scaling at 50m (instead of 100m) and stop scaling at 500m instead (instead of 1000m)
Solved an issue where friendly icons were too enlarged
The “Need Healing” icon is no longer visible over friendlies while playing as Angel without a Medical Crate
The grenade indicator no longer remains after the grenade has already exploded
The killcard should now always update after being killed by AI Soldiers shortly after self healing
SG-36 Sentry Gun and OV-P Recon Drone are now shown/hidden depending on gadget availability
Fixed a bug where the minimap didn’t update when entering an air vehicle from the ground
Fixed a problem that caused hints to disappear on initial deploy into vehicles
Made animations for the Plus Menu smoother
Added 24 new options to control the opacity and size of HUD icons
Added missing Always Traversal Sprint option under CONTROLLER tab
Gadgets
Fixed an issue that prevented equipping of the IBA Armor Plate if you were being healed at the same time
Using the IBA Armor Plate no longer causes the plate to flicker and reappear on screen after use
Fixed a bug where players were able to deploy items to clip ladders and ziplines which could block passage
Improved the positioning of the preview of deployed objects (such as Boris's turret) to better reflect the surface the player is trying to place it on, instead of hovering in the air.
Gadgets should no longer be destroyed if a door opens or closes close to them
Fixed an issue where gadgets resupplied via the Loadout Crate caused the player to not be able to redeploy their chosen gadget later on during that life
EMP effect from grenades no longer extend past their visual explosion radius
Fixed an issue that allowed players to drop Ammo and Medical Crates through thin walls
CG Recoilless M5 / RPG / SMAW will now one shot Ranger if it's a direct hit
The CG Recoilless M5 will no longer automatically reload while you are downed if you died after firing it
Fixed an issue causing empty reloads on the Recoilless M5 to be interrupted when vaulting
Fix for issue where users were able to detonate the C5 Explosive while being hacked
Fixed an issue where both soldier Anti-Tank Mine & the Bolte's Anti-Tank Mine would despawn after a short while if the player died
The Repair Tool now turns off when a player dies
Made it easier to place the Insertion Beacon
You’ll now spawn in the same direction where the Insertion Beacons is facing when spawning on it
Fixed an issue that would allow players to shoot FXM-33 AA missiles while their target was in smoke
Fixed an issue where FXM-33 AA Missile did not become enabled again until the user switched to another weapon and back again after being affected by EMP
Fixing a issue where Smoke Grenades did not explode on moving cranes
Weapon Attachments
The behavior of many weapon attachments has been overhauled to ensure that their impact when customizing your weapons is unique, and noticeable. Previously, some attachments had effects that were too similar from others, and it was unclear what the impact on your weapons would be when switching between them. Here’s an example of updated behavior while customizing the AC-42 :
A - Warhawk Compensator
Update 3.3: improved horizontal recoil control, reduced vertical recoil control
Update 3.3: improved accuracy while moving, reduced accuracy while static
Update 4.0: increased hipfire accuracy, reduced accuracy while ADS
C - Maul Hybrid 1.5X-3X
ADS speed decreased in 4.0
Zoom levels and Optics toggle options persist
D - Subsonic Rounds
Base recoil reduced in 4.0
Reduced Muzzle Flash visibility
Decreased projectile velocity
Further changes to Weapon Attachments:
Factory and Extended Barrel descriptions now display the correct fire rate changes
Weapon modifiers are now correctly applied when swapping attachments while the bipod is equipped
Fixed an issue that would cause the 40mm Grenade Launcher attachment to hit an invisible wall when fired indoors
Fixed an issue which would grant unlimited ammo if magazine attachments were toggled in between firing the underbarrel attachment
Fixed some weapons displaying wrong ammo counts for specific magazines
Adding and removing attachments in the Plus Menu will now always correctly apply their statistic changes
Underbarrel activations such as flashlights and laser sights will no longer be reset after getting revived
Bipod attachments will no longer toggle on and off while reloading
The ADS time on the BKS 8X now matches that of other scope attachments
Adjusted the size of the DD Holo scope to bring it in line with other scopes
Reduced blur on the Ghost Hybrid scope
Some underbarrel attachments should no longer have a shared ammo pool
The Maul Hybrid and the Ghost Hybrid now correctly displays both scope zoom levels in the Collection screen
The Fusion Holo attachment no longer clips through the meshes on the following weapons: AK-24, LCMG, PP-29 and the SFAR-M GL
Fixed clipping issues with the camera when the Fusion Holo optic is equipped while ADS
Weapons
The high powered magazine for the AK24 now shows the correct amount of bullets
Fixed an issue where players were unable to fire straight away after reloading the Grenade Launcher attachment on the M5A3
Updated text descriptions for both the NTW-50 and DM7
Fixed an issue which caused the extended magazine for the PBX-45 to have a slight delay before it fires after reload
Located a missing 'R' in the description of the PKP-BP
Increased PKP-BP Base Recoil
Fixed an issue that would cause weapon lag across scopes for the M44
The missing bullet on the M44 has been located
The M44 now displays the correct reload animation while in prone
Fixed an issue with the M44 that caused the scope to move a lot more than intended when aiming around
Arcom Tactical Muzzle Brake no longer floats when equipped onto the MP9
Increased the long range damage on SWS-10 light ammo from 35-40 over 75 meters
The Iron Sight will no longer be visible when the Fusion Holo is equipped to the PP-29
Fixed an issue with the incorrect ammo pools to be set on the PP-29, which would show incorrect ammo quantities
Fixed the PP-29 medium and subsonic ammunition having inverted ammo pools
Fixed an issue which could cause underabarrels on the SFAR-M GL to unexpectedly run out of ammo
Recentered the iron sight on the DXR-1
AC42 Bullet Damage dropoff increased
AC42 effective range has been lowered
Reduced scope shake when firing on the DM7 and VCAR
Fixed an issue where weapons would have inconsistent dispersion or recoil
Fixed an issue which prevented bullets from dealing the correct damage amount
Bolt Action Sniper rifles now correctly play their animation after opening the Plus Menu and firing
Reload prompt will no longer stop flashing when there are only a few bullets left in the magazine
Reloading while ADS will no longer reset the camera zoom
Fixed an issue which could cause weapons to become invisible while climbing a ladder
Fixed an issue which caused some players to be unable to shoot or ADS after exiting a vehicle
Toggle Scope is now affected by soldier controller schemes
Weapons in the collection screen will no longer compare to the weapon selected in deploy screen which caused incorrect comparisons
Improved the visual quality of the crosshairs and red dots within high powered scopes while on low/medium graphic settings
Removed some double spacing within text descriptions of multiple weapons
Reduced scope shake when firing on the DM7 and VCAR
Fixing broken arm when doing pump action while crawling with the MCS-880
Improved weapon animation when deploying from a vehicle
Added a game hint for steady scope
Weapons should no longer slide over the floor when dropped
Made improvements to the position and drop timing for dropped weapons
Underbarrel shotgun crosshair does not disappear after zooming
Battlefield 2042 - Update #4.0
This Steam post is a continuation of the Update #4.0 notes that can be viewed here. This update is scheduled to go live on April 19.
Melee
Animation fixes related to melee takedowns
Fixed an issue where the camera was misplaced during a takedown
Fix related to targets flying away when doing a takedown on a moving platform
Fix where melee hits didn’t register consistently on moving targets
Fixed a bug where the player could throw a grenade and melee at the same time
Fixed a bug where player could get stuck in melee animation
Fixed a bug where doing a melee attack in prone could make the knife stuck until another melee was initiated
Fixed an issue which would cause guns to instead play a knife animation
Vehicles
As outlined in our recent Core Feedback, we are adjusting the number of active vehicles across maps and modes, and you’ll notice the first iteration of this change within this update. As an example of how that plays out on Breakthrough 64 for Kaleidoscope, here is how we adjusted total available vehicles in the match, per Sector: - Sector 1 - 17 -> 13 - Sector 2 - 18 -> 17 - Sector 3 - 19 -> 17
Health for soldier and vehicle now show correct values for all seats in the vehicle
The radar will now appear correctly while redploying on a team/squad mate in the Mi-240 Super Hind or MV-38 Condor
Killing someone with a Tuk-Tuk would sometimes show the wrong vehicle icon the kill card
Destroying either the Tuk-Tuk or Polaris Sportsman in a tunnel will no longer cause floating debris to be present
Players can now ping while driving vehicles in 3rd person view
Fixed an issue that would cause reversing in a tank to be problematic
Fixed an issue that would allow players to skip the equipment cooldown timer while in a helicopter
Players will no longer find themselves in a floating state while exiting a fighter jet upside down
Fixed an issue which would cause vehicles to not be deployed when called-in, but still shown as 'in-play'
Fixed an issue that would allow players to shoot AT missiles while their target was in smoke
Adjusted text on the vehicle zoom options in order to make it clearer what the option does
Tornados should no longer throw a helicopter under the world, resulting in passengers ending up under water
Fixed an issue that would sometimes affect the visibility of flares
Exiting and re-entering a tank will no longer result in a misaligned camera
Fixed an issue that could allow helicopters to fly under the game world on Hourglass
Fixed an issue that would cause the AA missile launch to skip the yellow lock on phase, jumping straight to red
Fixed an issue that could sometimes cause helicopters to spawn on the ground
Fixed an issue that would sometimes cause players to fall through the world when deploying into a tank
Fixed an issue that would allow players to manually reload weapons on certain vehicles
Air radar should now correctly display enemies
System repair would sometimes only replenish a few health points, this has been corrected
It was possible for players to hurt themselves with some explosive vehicle weapons during the vehicle enter animations, this has been disabled
It's no longer possible to shoot yourself for a short period of time when entering a vehicle
Vehicle hints will now show up on initial deployment
Vehicle "invert look" settings are no longer connected to flight controls
Fixed an issue that would allow players to instant lock onto a vehicle after flares have been used
Lights on air vehicles are now turned on when a player is in the cockpit.
Fixed an issue which would occasionally see the AH-64GX Apache Warchief or KA-520 Super Hokum Smart rockets ignore their target.
A specific concrete block was causing the T28 to become stuck. The T28 has overcome its fear and can now traverse over it
Invert vertical look is now working as expected on transport vehicles
Vehicle 3rd person camera no longer clips through the environment.
The 'Hints for Controls' option now displays for all intended vehicles.
Fixed an issue that would cause the bridge to clip while in 3rd person view in a T28 on Hourglass
Backpacks can no longer be seen sticking out of the side of the B17 Bomber.
Taking a Tuk-Tuk into an elevator will now display the correct health
Made tweaks to various VFX while in a helicopter and firing counter measures to reduce photosensitivity risks
Vehicles spawned through Deploy Screen will now be eventually abandoned if they are left
Fixed an issue which would cause animation issues when going from vehicle to downed state
Helicopter lights are no longer offset from their initial position while in the matchmaking countdown screen
Deploy animation will now only play once after the player has switched seats multiple times in a row within vehicles.
Tanks should no longer get stuck in the mud while in a storm on Orbital
Weathering effects are now applied more consistently to vehicles.
The soldiers physics representation now better matches the the actual animation pose when in a Tuk-Tuk or a Portal RHIB
Added a freelook 3rd person view crosshair to vehicles
Vehicle hud while in 1st person view now turns red when in a critical health state
Vehicles now show both soldier and vehicle health for all seats occupied by the player.
Updated the “Transport Look Behind" option to "Reset Camera View"
Tweaked camera pitch while in 1st person view within a helicopter to better reflect the direction of travel and increase visibility
Fixed spawning of vehicles in elevators
Vehicles should no longer incorrectly be slowed down when driving over certain platforms like bridges
AH-64GX Apache Warchief
The wing camera when firing rockets on the AH-64GX Apache Warchief is now more accurately aligned
The HUD will now be more visible when performing a nose dive in the AH-64GX Apache Warchief
EBAA Wildcat
Fixed text description on the EBAA Wildcat to more accurately reflects its weaponry
Fixed text description on the EBAA Wildcat and T28's Smoke Launcher
The EBAA Wildcat can now climb hills with a bit more ease
Increased the handbrake strength on the EBAA Wildcat
While on Orbital the EBAA Wildcat used to have trouble driving over low to average height rocks. This no longer occurs
F-35E Panther
The F35-E Panther will now take the intended damage when hitting specific buildings on Hourglass
Increased ejection force when at low speeds in the F-35E Panther
Added an ejector seat for the F-35E Panther when in Hover Mode
Afterburner VFX is no longer visible through the engine swivel nozzle in a F-35E Panther
KA-520 Super Hokum
Made tweaks to the KA-520 Super Hokum to better align its bullets to the crosshair
The KA-520 Super Hokum now correctly displays equipped attachments on its 3D model
LATV4 Recon
While entering a LATV4 Recon after sprinting, players will now find themselves in the correct seat
Fixed an issue that would cause the LATV4 to sometimes fall through the floor on Hourglass
Better positioned the hitbox of the the gunners head and shoulders when in a LATV4 Recon
Player is no longer pushed out of bounds if revived under the LATV4
The LATV4 Recon will no longer get stuck on a problematic rock on Discarded
LCAA Hovercraft
Fixed an issue that would cause the LCAA Hovercraft to become stuck on the environment on Breakaway
LCAA Hovercraft collision around point G1 on Kaleidoscope has been fixed
The LCAA Hovercraft can no longer fly after hitting a ramp at high speeds
Tweaked the boost on the LCAA Hovercraft to avoid it going up vertical walls
Swimming close to a LCAA Hovercraft that is on water will no longer result in death
M5C Bolte
Players are now able to shoot passengers within a M5C Bolte more easily
Fixed an issue that would cause the MC5 Bolte to fall through the world on Orbital after clipping tree trunks.
Fixed an issue that would cause the camera to break when revived from under a LATV4 Recon.
Fixed an issue that would prevent the MC5 Bolte from being visible after a call-in is requested
Fixed issue where the animation of the M5C Bolte's main gun could become stuck in the firing animation.
MC5 Bolte Missile Launcher has been adjusted, and now also damage tanks - Time to live 10 -> 3.2 - Engine strength 175 -> 70 - Damage 70 -> 45
MAV
Fixed an issue that caused the 40mm Volley Pod crosshair to not show up in the MAV
Improved text descriptions on the MAV
MD540 Nightbird
Switching seats in the MD540 Nightbird would sometimes alter the FOV. It should no longer do this
It's now possible to shoot the pilot of an MD540 Nightbird through the upper part of the cockpit's glass
MV-38 Condor
The MV-38 Condor should no longer spin out of control when it gets destroyed
Fixed text description on the MV-38 Condor to more accurately reflects its weaponry
Fixed an issue where the camera positioning could sometimes become stuck after exiting a MV-38 Condor
50mm Cannon Pod has been tweaked against other vehicles
RWS 50mm mounted on Air vehicles - Start and End Damage 60 -> 65 - ImpactImpulse 8000 -> 3000 - This change means it should now destroy the MD540 Nightbird in 2, instead of 3 shots
Players should no longer fall through the game world while driving the Polaris Sportsman on Renewal
Made adjustments to the camera setup while driving the Polaris Sportsman, ensuring players retain visibility at all times
Players can no longer get stuck in cargo containers while driving the Polaris Sportsman on Breakaway in Hazard Zone
T28 / M1A5
HEAT Shell
Impact damage increased by 90 > 115
Replenish time per shell increased from 6 > 6,8 seconds
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.
Core Feedback - Maps - Next Steps
Hi folks,
On March 2 we shared our Core Feedback initiative with you, helping to outline what it is that we’ve seen, and heard from you since we launched the game, and how we’re keen to discuss the ways in which we are bringing improvements to the game - asking for your thoughts on our plans along the way.
Our first post focused on maps and the experience that you have playing on them. Over the course of March, we’ve collected thousands of your comments via the Battlefield Forums, Twitter, Discord, Reddit and other spaces. Thank you for being a part of that conversation. From the lengthy word count explorers, to the Video Essay producers, and the ‘+1, ^ this’ crowd - your views and thoughts are deeply appreciated by us.
We have taken the necessary time to read through, listen, and identify your common top points of feedback. This has all then been reviewed with the design teams to ask how your feedback aligns with our current design goals, and how best we can help to prioritize our work to help bring the changes you feel are most impactful in this area.
Today I’ll share with you the top points on what we’ve learned from your feedback, the next steps that we’re taking for map design, and a timeline as to when you can expect to see these first changes delivered in-game.
Traversal
For Traversal we outlined that travel time on foot between Base Spawn and Flags was too long. Our proposed solution is to reduce overall travel time between these areas by moving them closer together.
We shared that the first map in need of changes is Kaleidoscope, which through your feedback you’ve confirmed to us is the right call. However, you’ve also shared with us that Renewal is another map that really needs to see changes made to it. We hear you on that, and we’re looking to deliver a refreshed version of Renewal alongside Kaleidoscope as part of Season 1 this summer.
To give you a better understanding of what to expect, here are several examples of our work in progress intent to improve traversal across both maps:
Another feedback point was that you’d like us to shift focus away from traversal by foot by ensuring that there are more transport vehicles active on the map. Increasing the number of active vehicles on the map isn’t something we can do as a short term solution as this has the potential to impact our separate work on improving game performance, but we do hear you on this and want to do what we can to approach the problem from different angles.
One of the ways in which we think we can limit the amount of time spent on foot is to change the distribution of vehicles across our selection pools. We are currently exploring how gameplay changes when the two seater M5C Bolte features as part of the Armored Vehicle pool, and MAV instead shows up in the Transport Vehicles category, as well as shifting the MD540 Nightbird out into the Attack Helicopter pool, ensuring that Air Transport is more readily available in the round.
Cover and Line of Sight
In our first post, we detailed that there wasn’t enough Cover available across maps to ensure safety when traveling between Flags. Additionally, we highlighted that there aren’t enough Line of Sight blockers, introducing an unintended increase on the number of long range engagements.
You’ve asked us to ensure that when we are moving around both Flags and Objectives to new areas, that we’re also working to ensure that sufficient Cover is available in their new locations. We hear you on that, and work is already underway that helps to ensure this standard is upheld. We believe that this should also resolve Line of Sight issues that have been highlighted by you.
Here are several examples on Kaleidoscope and Renewal to show where we not only intend to add further Cover via obstacles, but also by elevating terrain to block Line of Sight:
Immersion is another point you’ve asked for us to look at, often through discussion of how the maps feel too clean, and pristine. You’ve expressed to us that you want it to feel like each Flag and Objective needs to have more strategic value, and something that you feel is worth fighting for.
As an example taken from the improvements we’re bringing to Kaleidoscope, we’re updating the gazebo on B1 into a military installment. We’ll replace grass with mud, and cover the area in barbed wire to better immerse it into our world, and to bring improvements to the narrative of our battles. We want you to feel the objectives are ready for battle whilst you are fighting over them.
Intensity
For Intensity we outlined that especially in 128* player modes, combat can become too chaotic around our Objectives, making it hard to determine what’s going on around you, and where you should be keeping your attention.
You’ve told us that in your experience, the primary cause for this problem is vehicle dominance.
Based on that feedback there are several changes we’ll make to reduce overall vehicle availability and uptime:
We’re reducing the number of attack vehicles and helicopters that can be active at any time in 128 player modes per category from 3, to 2. This means you’ll only be able to encounter 2 tanks, and 2 attack helicopters available at any time, instead of 3 each.
We’re increasing the cooldown for attack vehicles and helicopters from 60, to 120 seconds.
As discussed earlier, the MD540 Nightbird will be moved from transport into the attack helicopter category, and the MC5 Bolte will also be moved from transport into the attack vehicle category.
In summary, this means current dominant vehicles will see a reduction in active time, and you’ll encounter less of them on the Battlefield.
This is the first set of priority changes we’re able to make to Intensity that should see an immediate improvement to gameplay, and they’re part of our next game Update.
There’s two final things that we also heard and saw shared in your feedback this month that we wanted to bring to the forefront to solicit more input from all of you.
We saw many of you make the suggestion that we could restrict the call-in system to only light vehicles and Ranger. This would mean that attack vehicles would now only be available via the Deploy Screen. For Flag areas, you’ve asked if these could be made larger to further spread out combat over this area. These are still ongoing discussions that we’re reviewing, so whilst we haven’t progressed that discussion into active changes in development, we’d love to hear from more of you on these two things specifically.
Paths
We outlined that there were too few clear Paths between Flags, making it unclear where enemy fire could come from, or how to best travel between Flags.
You’ve told us that you’d like to see this improved by lining up Cover in such a way that it follows a clear path between Objectives. This is something we’re looking to update once we’ve finished moving Base Spawn and different Flag locations closer together.
You’ve also told us that several areas on maps are underutilized and that they serve no purpose for travel. To address this you can expect us to explore removing the most underutilized areas. A good example of that would be on E1 on Renewal, which we are reviewing to become an out of bounds area to make an immediate improvement to pathing on that map.
When can we expect the first updates in-game?
We’ve discussed several changes today that we’ll not only make to maps, but also to gameplay such as how often or how many vehicles you’ll see on the Battlefield.
The first changes we’ll make are to vehicle play and availability, and those will be ready in the next Update. Following that you’ll start to see the first updates to Flag, Base Spawn locations, and Cover and Line of Sight on Kaleidoscope and Renewal. These changes will arrive during Season 1, and as we get closer to deploying those updates we’ll be able to share all of the specifics.
We’re now getting started on bringing these same standards of updates to our other launch maps alongside needed visual changes to make all maps feel ready for battle. There’s a lot of work involved in doing that, so you can expect us to start discussing more about those updates during Season 1, and for the changes themselves during Season 2.
When is the next Core Feedback?
We’ll return in a couple of weeks with a new topic for Core Feedback, this time focusing on Specialists. We’re currently preparing a similar post for you as we’ve done for maps, and we’re looking forward to getting that in front of you to open up that discussion. We know Specialists has been a major topic for you, and we’re looking forward to sharing with you what we’ve planned to improve their gameplay and fit into the World of Battlefield™ 2042.
Lastly, we’ve received thousands of comments from you throughout March. I want to end with another thank you, and to say how much we appreciate your dedication and feedback while we continue to work on delivering updates to Battlefield 2042. So many of you reaching out means a lot to the team, and we’re looking forward to continuing these conversations with you.
See you on the Battlefield, Freeman // @PartWelsh Community Lead, Battlefield
*Supported on Xbox Series X|S, PlayStation®5, and PC only. Xbox One and PlayStation®4 will be locked at 64 players. 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.
Battlefield 2042 - Update #3.3
No-Pats,
Update #3.3 releases on Tuesday, March 8. This update brings further bug fixes, control and keybinding related changes, the introduction of updated Scoreboard functionality, and the release of The Steadfast Exclusive Legendary Bundle as thank you to Gold Edition, Ultimate Edition, Year 1 Pass, and Year 1 Pass and Ultimate Pack upgrade owners*.
With the introduction of the updated Scoreboard functionality we’d once again like to express our commitment to listening to your feedback and improving your in-game experience with each update.
Our next update is presently scheduled to arrive in early April. It will include a larger set of changes and fixes, as well as the introduction of VOIP functionality for Squads, and the refreshed Scoreboard being available during End of Round. We're also targeting balance changes for weaponry on vehicles, including the MC5 Bolte, alongside an overhaul of Attachment behavior for infantry weapons across the board.
We’ll continue to keep you informed on the roll out of Update #3.3 via the @BattlefieldComm Twitter account. You can also follow along with our tracking of Known Issues and game changes that we’re able to make in real time on our Battlefield forums.
The Battlefield team
Update 0.3.3
Fixes, Changes, and Improvements
Scoreboard
Back in January we revealed our plans for a Scoreboard UI refresh based on community input. Through your feedback, it was clear that more work and time was required to ensure that the first iteration of the refreshed Scoreboard lined up with your expectations. We’ve since collected and listened to your feedback and are now ready to deploy this refresh alongside this update.
Match Overview has been improved and placed on the left of the screen; this still retains information about the match, objective progression and ticket counters as well as personal stats such as Kills, Assists and Deaths, alongside your current in-game ping.
The scoreboard now features a team vs team split look for certain team-based modes such as Conquest, Breakthrough, Rush and Team Deathmatch, alongside the inclusion of the deaths stat to the Scoreboard.
While these changes were two of your most-requested missing pieces, this is the first version of the Scoreboard, and further improvements will be made to this in subsequent updates, based upon your continued feedback such as the Scoreboard being available during the End of Round screens.
The Steadfast Exclusive Legendary Bundle
All Battlefield 2042 Gold Edition, Ultimate Edition, Year 1 Pass, Year 1 Pass and Ultimate Pack upgrade owners, and EA Play Pro subscribers can now enjoy the Steadfast Exclusive Legendary Bundle as a thank you for your loyalty from the entire Battlefield team.
The bundle contains the following items:
Zero Resistance Skin for Mackay
Grasshopper Weapon Skin for the K30
Rapid Hammer Weapon Skin for the M44
Iron Chariot Vehicle Skin for the M5C Bolte
Rib Tickler Melee Weapon Skin
Resolute Player Card Background
The Steadfast Player Card Icon
Players eligible for the Steadfast Exclusive Legendary Bundle can find all included items via the Collection and Playercard screens upon login in once Update #3.3 is live.
General
Fixed a game crash that could occur on Origin or Xbox One when signing in/out while using an Xbox One controller
Setting “Chat” Key Bindings no longer requires a game restart to take effect
Adjusted Aim Assist on console to ensure that the system is in effect when analogue sticks are at 100% of their range. Previously it was only active at ranges below 100%
Fixed a bug where takedowns would not result in a kill on Xbox One and PlayStation®4
Established new location for our EU Data Center as Frankfurt
Modes
Conquest & Breakthrough - fixed a bug where the Securing Objective XP-event was triggered even after a Capture Point was already fully captured
Hazard Zone - fixed a visual bug displaying squad mates during the match found sequence
Hazard Zone - fixed a bug where the End of Round XP gains sometimes didn’t trigger
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. NO WEAPON, MILITARY VEHICLE OR GEAR MANUFACTURER IS AFFILIATED WITH OR HAS SPONSORED OR ENDORSED THIS GAME. *VALID FOR PURCHASES MADE UP TO FEB 1ST, 2022
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 issues. 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.
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.
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
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.
Battlefield 2042 - Hotfix Update #3.2.1
Hotfix Update - 3.2.1
Today, we have deployed a small update across all platforms to address areas of instability that we've noticed after the release of Update #3.2, while also reactivating Renewal for Xbox One and PlayStation 4 users.
Our next Update after today's Hotfix will now roll out in early March. This is a change from our last messaging to you all on its intended release.
The extra time will help to ensure we improve the quality of our Updates, and include additional changes.
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.
Battlefield Briefing: The Journey to Season One
You’ve waited patiently to hear from us on what we’re doing to address the issues with Battlefield 2042 that you have told us about, and the direction you can expect to see us take in the months ahead. Today we are stating our team's commitment to bring the game up to the highest standards that we all hold for the franchise.
We have heard you. So, we are heavily invested and committed to the future of Battlefield 2042 – working on taking action on multiple fronts to address feedback and implement extensive fixes to the game, key features that are important to you, and getting team play where it needs to be.
We’ve had to make some big decisions to ensure that our next set of updates can be focused on delivering these improvements, with the most substantial one being to move the release date of our first Season to early Summer. This decision gives us the time to focus on improving the Battlefield 2042 experience while finalizing the development of our seasonal content to ensure that it all reaches our standard for quality.
UPCOMING UPDATES
Here’s a snapshot of the features we are bringing into the game as soon as possible:
SCOREBOARD- In our next update, we’ll be adding a refreshed in-round Scoreboard alongside further changes we’ve worked on since the holidays. This will be an ongoing evolution from what was shown in the work in progress we shared recently. We have heard your feedback around including two tables and separating your own team versus the enemy, and are working on incorporating that for the release. K/D scoring and End of Round reporting will also be coming in a future update.
ALL PLATFORM VOICE COMMUNICATION - The arrival of voice communication (VOIP) is just the start of the improvements we’re bringing to enhance team play and communications.
PLAYER PROFILE - Giving you a better overview of your career on the battlefield and how far you have to go for your next unlock.
For team play, you can expect us to incorporate a clearer, tighter squad loop, a refined ping system, and an improved reward loop for when you and your squad play the objective. Gunplay will continue to receive feedback-based improvements too.
Portal remains an integral part of the game and we will continue to expand its tools, modes, and tweak player experience gains. Finally, we have a team analysing Specialists and working on them. We’re not quite ready to talk about actions we’ll be taking, but as soon as we are, you will hear from us.
A NEW FEEDBACK LOOP
We’re committed to pushing up the quality of the game, both through our updates, and how rapidly we will respond to critical issues in the live environment. We are also going to clarify the direction we’re taking, and what’s motivating our decisions to bring improvements to the game. So expect to get more insight as we expand our existing feedback loops to involve you, our players, more directly.
Our team has identified several areas we’re targeting for improvements. This is how we will be incorporating your feedback going forward:
1️. We will present specific, major focus areas to you along with our current thinking, detailing where we’re planning to make changes.
2. We’ll then take the time to observe and listen to the conversations that you go on to have about both the area of concern and our proposals for adjustment.
3. Later, you’ll hear from us on the topic again but this time your feedback will have been factored into our consideration and guided the decisions made for improvements.
These conversations will be centralised, and accessible here on the Battlefield website, and summarised across our channels.
Later this month, this process will kick off with one of our key focus areas, map design. We want to outline to you our vision for how we’re going to approach and factor into our new maps enhancements to the gameplay experience, by addressing feedback on openness and lack of cover in key areas.
Big topics like map design will be loud and broadly shared, but for more nuanced areas of the game (such as Portal logic) we may have those conversations on smaller scales. The important part here is that all these conversations will happen publicly, and with everyone invited to take part.
Some of these feedback loops will cover bigger areas than others, and some loops will take longer to complete and realise in the game than others. That’s not an indication of how we might prioritise issues with the game, but a reflection on the nature of game development. Changes to our maps and core gameplay will take time.
Our commitment is to explain our reasoning behind future decisions and to make sure you understand where we stand on your feedback. We want you to see more of the big picture of where we’re going and incorporate more of what we’re already hearing to ensure that our work is meaningful to you.
We’ll start this process ahead of the launch of our next update. You’ll read about it here on our website when we start these conversations, and if you’re already following Battlefield across social media, you won’t miss it when we do.
LOOKING AHEAD TO SEASON ONE
When Season One arrives in early Summer, it will mark the start of a year where we’ll deliver four Seasons, four new Specialists, and new locations, along with more completely new content. We know that this release is later than anticipated for many of you who purchased or upgraded to the Year 1 Pass as part of the Gold and Ultimate Editions. To acknowledge and thank you for your patience and continued support, those players will receive an exclusive bundle containing a Specialist skin, weapon and vehicle skins, a melee weapon and Player Card, all to be delivered in the next update.
We’ll continue to keep you informed of future updates via the @BattlefieldComm Twitter account. You can also follow along with our tracking of Known Issues and game changes that we’re able to make in real time on our Battlefield forums.
We are committed to, and focused on, ensuring Battlefield 2042 lives up to our ambitions and your expectations — it’s a task we’re dedicated to accomplishing.
Ryan McArthur (Senior Producer), on behalf of the Battlefield team
The details listed in this Blog may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will strive to keep our community as informed as possible.
NO WEAPON, MILITARY VEHICLE OR GEAR MANUFACTURER IS AFFILIATED WITH OR HAS SPONSORED OR ENDORSED THIS GAME.
Battlefield 2042 - Update #3.2
No-Pats,
We hope you all had a good holiday break! Now that the team is back, we've since been hard at work preparing the next updates for you.
Update #3.2 will be available on January 20, and contains further bug fixes and stability improvements to resolve occurrences of game crashing.
You’ll find fixes for hit registration issues related to Sundance and vehicle passenger weapons. We’re also resolving several Soldier gameplay-related issues, such as rubberbanding when running behind friendlies, or being stuck in a downed and alive loop.
We’ve also got more Battlefield Portal changes set to go live alongside this update that will enable more servers and game types to progress on Mastery and Weekly Missions. Read more on those changes, here.
These updates are part of our continued commitment to address your feedback related to resolving bugs and improving gameplay. Currently scheduled for February, we’ll follow-up with another update focused on Quality of Life improvements. This will also include enhancements to the Scoreboard, which you can learn more about here.
We’ll continue to keep you informed on the roll out of Update #3.2 via the @BattlefieldComm Twitter account. You can also follow along with our tracking of Known Issues and game changes that we’re able to make in real time on our Battlefield forums.
The Battlefield team
Update 0.3.2
Fixes, Changes, and Improvements
General
Fixed an issue where leaving a party during matchmaking could make the game unresponsive
Fixed an issue where connecting to EA servers after signing up with a new account would not work on the first attempt
Updated behavior of the quit button during gameplay so it now returns you to the correct screen
Fixed an issue where the loading music would stop playing during level load
Soldier
Fixed a rare occurrence where after landing with the Wingsuit, hits wouldn’t always register on some parts of Sundance’s hitbox
Fixed occurrences of rubberbanding when running behind friendly players
Fixed a rare issue that could cause you to be stuck in both an alive, and downed loop
Fixed a variety of issues with attaching to ladders that could cause you to get stuck in a state where you could fly away or lose control of your Specialist
Fixed an issue where soldier movement speed was impaired by nearby explosions that spawned craters
Fixed an issue where camera shake and audio for landing would unintentionally trigger when dropping from very small heights
Fixed an issue where weapons from a Loadout Crate would sometimes inherit ammo from the previously selected weapon
Fixed an issue where being spotted when firing a weapon would spot you for too long
Stability
Added multiple fixes to improve overall game stability
Fixed a rendering related crash that could occur for AMD Radeon VII users while Sundance was visible on screen
Weapons
Sniper and SOFLAM scope glints now show from a further distance
Vehicles
Fixed an issue where passenger weapons would no longer be in sync whenever the driver’s turret would rotate, causing bullets to not register when firing at enemies
M1A5, T28 - improved the effective range and reduced spread on Canister Weapon Pod ◦ Reduced Bullet Spread from 1.6 -> 1.1 ◦ Increased Damage Fall Off Distance from 35 -> 40
Battlefield Hazard Zone
Fixed a black rectangle being present on screen during Hazard Zone end of round when hitting quit at the level progress screen
Battlefield Portal
The Server Info tab now persists after hitting Refresh in the Portal Server Browser
Fixed an issue where text would overlap when joining a Team Deathmatch game during the end of round sequence
Rules Editor - the “IsInventorySlotActive” value now correctly handles melee weapons
Certain admin commands can no longer be spammed
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.