Blog Post
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
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
- 50mm Cannon mounted on Land vehicles has been tweaked against other vehicles
- ImpactImpulse 4000 -> 2500
- StartDamage 85 -> 92
- EndDamage 60 -> 65
- Damage FalloffDistance start 180 -> 200
- Replenish Rate 2.3 -> 2.1
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 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 has been tweaked against other 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
Polaris Sportsman
- 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.
Rest easy now mighty T28, the concrete can no longer hurt you 🙌
- Straatford874 years ago
DICE Team
@CarpoVP wrote:
Rest easy now mighty T28, the concrete can no longer hurt you 🙌
We didn't want the T28 to be stonewalled any longer!
@SithMetal71 wrote:
@Straatford87 where is C5 on drone fix, this needs to be removed. also plane 30mm is under powered and it is impossible to hear or know if anyone is chasing you.We are still reviewing options on how to address C5 being put on Drones. We'll follow-up once we have more to share on that!
@PEiZhiQwQ wrote:
About Rattlesnake Light Grip and BCG Grip, the effect that has changed, OR just the description that has changed.
I mean if a grip's effect will be the same as 3.3 OR Light Grip and BCG will be different to 3.3.
We have updated both descriptions and effects for many Weapon Attachments. I'd encourage you to check out them out in-game today after the Update has gone live - it will give you a much better overview.
@keksivaras7 wrote:
@Straatford87 That's a lot of fixes. I'm most excited about VOIP, because HZ games might improve, when we can finally talk to randoms in the squad.
I'm not sure if I missed it, but I hope AA missiles can finally hit and not just spin around helicopters. IR missiles especially don't like hitting anything but jets.
And whatever you do, do not remove C5 drones. If you do, at least give us portable mortar. There's no way to counter campers. And C5 drones are really fun. The only reason why my friend uses Casper.I don't have anything specific to share about AA missiles right now. But I can confirm that we're reviewing various improvements to the overall lock-on experience. More details on that once it's.. locked.
@AEIDOLONE wrote:
@Straatford87OK, we finally got the notes. It's a long list ngl, even though 90% of the bugs fixed I never actually encountered personally and/or never heard of. (I'm on PC)
I am looking forward for the attachments overhaul and hope that the descriptions finally make sense, oh man, it was a mess.
The one fix I am also happy to see is the enhanced speed of Sundance grenade belt switching. I made a thread about what I want to see get fixed so this was on the list. Nice feeling seeing it adjusted.
Anyways, can't wait to fire it up tomorrow to actually test all the stuff, and see what got broken on the contrary ( I hope nothing).Sundance should feel much smoother to play with these changes. Would love to hear your thoughts once you've had a chance to play the Update!
@dc12O3 wrote:
My apologies if I overlooked this in the notes.
Has Boris' turret been fixed where when you placed it down it would explode immediately?
You did not overlook this! I can confirm it isn't in this Update. If you have some recent examples to show where this is happening, please do let me know.
@Kaozz1979 wrote:
Great that you have some fixes for Hazard! Unfortunately nobody is playing it and you refuse to have lobbies with bots for some reason. Thanks (Sarcasm, in case you didn't figure that out).
I do appreciate a healthy doze of sarcasm every now and then. So thank you for sharing :-)
I've seen a lot of comments that folks are excited to jump back into Hazard Zone now that VoIP is available. So maybe check it out once the Update is live. If you do.. would love to hear your thoughts.
@MossleySloan85 wrote:
But I have to say, reducing the xp for playing the objective!? Really?! You’re reducing the points we get for actually playing the game the way it’s supposed to be played? Why?
We've moved XP gains around to make it more consistent in how it is rewarded to you as opposed to focusing on completing the defend/capture event itself. This will help balance out overall XP rewards.
This also means it should feel less punishing if you die just before a Capture event has taken place and you miss out on a big chunk of XP.
Instead, you are now rewarded with more XP for participating in the defensive/offensive goal by performing Support actions to your team (Healing, Resupplying, Repairing and destroying Equipment or Disrupting via EMP).
Coupled with Ribbons now being easier to get, you should see higher overall XP gains with this change. Once you've been able to play and try it out, do let us know how it feels for you.
- 4 years ago@Straatford87 Hello. The game patch is nowhere to be found for me on PC. I am a EA Play pro subscribber. I tried restarting the game and EA Desktop client. I tried logging off and restarting the PC. Still no patch.
- 4 years ago
@Straatford87 wrote:We have updated both descriptions and effects for many Weapon Attachments. I'd encourage you to check out them out in-game today after the Update has gone live - it will give you a much better overview.
Sundance should feel much smoother to play with these changes. Would love to hear your thoughts once you've had a chance to play the Update!
The first thing I did was to check the descriptions and looking at the FIRST weapon - the PP-29 I instantly found inconsistencies. Really?
The description says 53 rounds, the table on the right 64, but I have equipped standard issue which has 75 rounds. (see attachments)
I didn't have time to check the others though but it's really disappointing to just check the first random one and instantly find that nothing has changed. I mean it's a text is it so hard to make it consistent?
The other thing I realized in my limited playtime (played just 2 matches but I will for sure come back again after I have played longer) was that the Sundance granade belt switching feels the same, it still has a lag while toggling between them. The patch notes saying it should be more quicker to switch between them. Did you even touch this?
And the last thing I would like to say that the mouse sensitivity feels....I don't want to say worse, but...different. Again, very limited playtime but It felt too sensitive, I had to lover the sensitivitiy from 16 to 10 to get a similar feel like before the patch. Hmm...
That's it for now, I will sure report back after some proper playtesting.
And yeah btw, the video description on the gadget screen... Is this a bug, or did really someone thought that it's a good idea to put it there on the right side of the screen???
Please remove this, ffs.
- 4 years ago
Question: Is there any chance to see a server browser for AOW in BF2042 in the future?
Or will it be something you wont even consider like replacing specialists with actual soldiers?
- 4 years ago@Straatford87 please just remove the ability to put C5 on drones, vehicles are unplayable on Breakthrough
The moment I rush into an objective a C5 gets rammed into my technical and now with the decrease in vehicles and increased vehicle spawn timer
Vehicle players will just stay back at the map to avoid losing a vehicle to a C5 drone and not having to wait for the respawn timer
Also it doesn’t require any skill.
I loved playing vehicles but I have to resort to infantry just to have fun in this game and C5 drones remove the fun altogether except for the people who use the c5 drone