Battlefield 2042 - Known Issues
Follow this page for Known Issues and workarounds we are currently tracking for Battlefield 2042. How do I report a bug or issue? Check the Known Issues list below just in case we are already tracking it, while this list may not be the definitive full list, we will keep it updated. If the issue isn't reported below, please visit our Battlefield 2042 bug report section to report it. If you've experienced an account-related issue, please get in touch with us via EA Help. Note: we will continue updating this thread so you know where to go in case you come across an issue. We'll also keep you updated via @BattlefieldComm - be sure to follow this account on Twitter to always stay in the know. Live Service Alerts Anti-Cheat Error: We are seeing some of you being removed from a match with an Anti-Cheat error message. This may be due to having an out-of-date Easy Anticheat Install. Repairing your game installation on PC will resolve this issue. The details listed in this article 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 GAME410KViews297likes0CommentsBattlefield Briefing: Development Update, May 2022
If you'd like to join the discussion on this update, please go here. Hey Folks - Over the past few months, we've shared some of the key areas of focus for Battlefield™ 2042. Through our Core Feedback Loop, we've also shown off some of the work we've been doing on those areas. As we’ve been working to get Season 1 into your hands, it’s been a while since we provided you with a better overview of where we are with that work, and the changes and improvements that you can expect to see coming to the game throughout the year. To bring you in on what we’ve been working on I recently sat down with Senior Producer Ryan McArthur, and Creative Director for Battlefield 2042, Lars Gustavsson to talk about the improvements we’re bringing to the game and maybe even give a hint about all the new content and improvements that’s coming down the pipe. Have a watch below, and see for yourself where we’re at as we approach the release of Season 1 next month. What we are focusing on Ahead of the start of our first Season, we have focused on addressing the core issues with our game. It's been essential for us to ensure that as much of the experience that we shipped with is in as best a shape as possible before we started to deliver all new content. We know that this has been a frustrating, and lengthy time getting from there to here, and while we have more to do, we're encouraged that many of you are having a better experience with the game. Ahead of new content arriving in the game, we wanted to assure you that there are still four key focus areas for us right now: Maps Experiences & Modes Core Gameplay New Content These encompass some pretty big areas of our game and have plenty of nuanced changes and additions built within them. In the video above, you get to hear directly from Ryan and Lars on where we are today with our work, but if you’re looking for a recap, here’s a breakdown of what you can expect to see updated and changed in the game over the next several months. Maps In this focus area, we’re not just looking at the new maps that we’re planning to bring throughout our upcoming Seasons, but also the improvements that we want to bring to our existing playspaces. We know that our maps play best when the space is being well utilized, and when you feel that you have a good understanding of not only where to go next in our maps, but also the safest ways to traverse that distance. We’ve seen from your feedback that you are enjoying our maps in 128 players on Conquest, but that when it comes to other experiences, we shouldn’t stick so rigidly to those rules. When the first of our new maps arrives in Season 1, we hope you’ll feel that these changes help to create a more fun and tactical experience, and we’re looking forward to you experiencing these changes for yourself next month. We’re also looking to ensure that where we need to, we’re able to bring some of our launch maps up to our revised standard of quality, focusing first on the reintroduction of Kaleidoscope. As shared in our Core Feedback loop last month, we’ve revised the playspace to add more cover, creating new flag positions, and improved the flow across the whole map. Cover has been added not only with the placement of new assets, but also in the raising of terrain to help break sightlines and let infantry move more purposefully around the map. Most importantly, these new assets bring more tactical destruction which help to ensure that the map evolves throughout the duration of each round, and provide both Attackers and Defenders with new options when playing in key areas. We’ve also introduced new areas onto the map, adding a Forward Operating Base into the park, with a second command post added close to the Tower. The Data Center has similarly received multiple passes from the teams to help ensure that there are more cover points, and new war torn looks to certain areas that help make the map more faithful to 2042’s setting. Our work on Renewal is also progressing well, adhering to these same quality improvements. Now scheduled to release some time after Season 1, the changes will help improve much of the infantry experience on the map, helping to eliminate playspaces that stretched the gameplay into quieter spaces (removing sectors A and E from the map), and focusing the action through the map's center. The Solar Station has been revised to include much more cover, new concrete barriers, sandbags, and assets that help to give the space a more occupied and entrenched feeling. The terrain connecting from here to the Security Checkpoint in the center of the map has been raised and modified to provide better cover for players, with a simplification of the layout taking place at the substation to help eliminate the numerous possible angles of attack. Connecting the Security Checkpoint to the Synseco Buildings, there’s now plenty of cover helping to link the playspaces, with the Synseco Buildings themselves featuring more internal points of cover that help to improve our standards of Close Quarters Combat. Experiences and Modes Connecting to the improvements that we’re making to our playspaces, we’ve spent our time over these last few months reviewing the experiences we provide with our game modes and challenged ourselves to ensure that we’re improving the quality of gameplay here too. Here we have two big focuses - the variety and depth of what you play, and the available options of what you can play. As you’ve now experienced in our recent 0.4.1 Update - we have unshackled ourselves from 128 Player Game Modes when it comes to how we develop new modes in our game, and also in the play spaces we use in our maps. 128 Players won’t be going anywhere, we know it's great for some of our experiences. For players on Xbox Series X|S, PlayStation 5, and PC, we’ll continue to optimize our Conquest experiences around large player counts, but as we’ve done recently with Breakthrough, we’ve made the decision to keep this mode as a more tactical experience, better suited to 64 players. Conquest experiences will at times feature less Sectors and Capture points as we introduce new content, and update some of our existing content. This is a change that helps us to better control the flow and pacing of combat, making sure that you’re spending more time engaging on the flags, and less time checking your phone while you wait for the capture to confirm. In Breakthrough, the decision that moves us to 64 players universally, helps us to build more focused frontlines for the engagement, and the reduction in player count ensures that squads which look to work more tactically find more opportunities, and less chaotic resistance in the flanks. We’re also looking to expand and bring our official modes together to include Rush, our 32 Player focused experience during Season 1. We’ll have more to share about that when we reveal the Season next month, but we wanted to let you know to expect this expansion to All-Out Warfare, alongside core improvements to the Rush experience following its initial outings via Battlefield Portal. Speaking of which, starting in Season 1, you’ll see more of our existing Battlefield Portal maps joining the rotations in All-Out Warfare to help bring more variety to our Core Modes. One final piece of news for you to take away from today’s video - we’re winding down future development on Hazard Zone. All of us on the team had great ambition and high hopes for this new Battlefield experience throughout our development, but we’re the first to hold our hands up and acknowledge that it hasn’t found the right home in Battlefield 2042 and that we’ll benefit greatly from letting our focus and energy stay on the modes we see you engaging most with. Hazard Zone will stay as part of the experience, we’re not switching it off, but beyond addressing critical errors and odd behaviors that may appear in the future, we’re no longer actively developing new experiences or content for the mode, and you’ll find that maps that we release across our seasons will not be supported in Hazard Zone. Core Gameplay Let’s talk about Specialists. We know this is one of the main topics discussed across Battlefield Communities, and it’s an important priority for us too. In terms of what you can expect to see on this topic, we are actively working to update the style and tone that our Specialists bring to the experience. We’ve started art passes on our Specialists that help to better reflect what we feel their place to be in the world, making them feel grittier, and closer to the more serious tone that we want to come across in our narrative. We’re also in the process of updating the voice lines that you hear from the Specialists, removing ones that we know break your immersion and connection to our characters, and will ensure that cosmetic options you’ll encounter in the future provide you with more grounded and more military-themed content. On the gameplay side of Specialists, we’re still exploring bigger changes to their design and don’t want to commit into temporary decisions while this work is still ongoing. We are continuing to make regular balance changes, such as the recent nerf to Boris’ turret in 0.4.1, and the light overhaul made to Rao’s passive behavior in 0.4.0 just last month. We will continue to help ensure the experience you have with the Specialists is well balanced and able to provide good variety to the gameplay, but we don’t want to rush into any new directions until we’re 100% satisfied that what we do next is the right thing to do. How Specialists fit into the game today can be improved. We’re sensitive to, and grateful for the feedback that we have received so far from all of you, but we recognise that making a sweeping change to Specialists would cause significant delays to our development, more so than we already have in our work to improve the experience ahead of the start of our Seasons. We do intent to make changes, but want to ensure they do not impact the other improvements, fixes and content that we’re bringing to the game. There are initial ideas that we have, and when we’re on sturdier ground with the vision we have for the Core Gameplay of Specialists, we will come to you to share those ideas and solicit that feedback. The Core Feedback Loop for Specialists will come later than planned, but we invite you to continue sharing your thoughts around improvements that we can make here. We’re not walking away from Specialists, they’re a key part of the Battlefield 2042 experience, and we just want to make sure that we get this right. Elsewhere in Core Gameplay improvements, we’re looking to bring new 3rd person animation modeling to the game, giving much better readability to body motion and helping you to better react to enemy movement. With Gunplay, you’ve already seen us bring improvements to our Weapon Attachments in Update 0.4.0. We’re going to continue balancing our weapons to ensure that they each have a unique application within the sandbox, and we’re working on changes to Visual Recoil to help improve the experience of firing our weapons. Beyond this, we have new weapons and gadgets coming with each Season, and we’ve started work on a new initiative that will see us further add to our pool of Weapons and Gadgets, by introducing some of our Classic eral arsenal into the All-Out Warfare experiences. This isn’t a simple or fast change, it’ll take us some time to do. We need to ensure that these weapons are mapped properly to progression, that they’re appropriately balanced to the 2042 model of gunplay, and that they’re supported with appropriate mastery and cosmetics, but we’ve started work on this and we’ll have more to share further down the road. On the Teamplay and Social side of our Core Gameplay loops, we’re making UI improvements during Season 1 that help enable better readability across our systems that let you understand where your friends are playing, finding new modes to play, and understanding what to expect when you jump in. And finally on Performance, we’re continuing to ensure that the game is living up to your expectations of a technically sound experience that performs at the framerates you expect from your hardware. We took a big step towards addressing that with our Minimum Spec players in our 0.4.0 update, and there were positive knock on effects across the board that helped to see many players gain better CPU utilization, improved latency on input, and a smoother experience with less hitching than seen at launch. This is work that we continue to iterate on, and work to find new improvements for, with more for us to do throughout Season 1. New Content Season 1 will launch next month, and will mark the start of a year of new content coming to the game. Four Seasons, four New Specialists, new maps, and new weapons and gadgets that help to expand the sandbox. We’re bringing a Battle Pass to Battlefield for the first time that will give players the chance to earn new gameplay items, all of which are on our free tiers, and new cosmetic items across both the free and premium tiers. Next month with the release of Season 1 we’ll see a big update that will not only bring this new content to the game, but also deliver new Quality of Life enhancements, fixes, and improvements that demonstrate our continued commitment to Battlefield 2042 and our mission of restoring the trust that many of you feel was hurt when we launched back in November of last year. All of us on the team are thankful by your feedback following the release of 0.4.0 update, which allowed us to make swift changes via a Hotfix the following day to address stuttering issues, and incorrect Ticket Counts for our Breakthrough 64P layouts. We are pleased that we now have the opportunity to show you even more of our hard work with the start of Season 1. Internally we’ve enjoyed playing its content for longer than we planned to, but we’re keen to maintain the right cadence of our updates from here, both for new content, and game improvements. To see more of the changes, check out the video linked at the top of this article if you haven’t already and stay tuned to us here on the Battlefield Website, our Social Channels, and the Battlefield Discord. Next month we’ll publish our complete Season 1 Update Notes, and return with a new video where I’ll be joined by members of the Battlefield development team to talk about Season 1, and to look ahead to more of the changes that we’re making to the game. Until then, thank you for giving us the time to play the objective <3 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. If you'd like to join the discussion on this update, please go here.152KViews63likes0CommentsEA SPORTS™ WRC - Version 1.2.0 Patch Notes
The latest update for EA SPORTS™ WRC is available to download from November 8, 11:00 UTC, and includes several improvements and bug fixes across many areas of the game. For a full summary of the update, check out the patch notes below. New Feature Added support for User Datagram Protocol (UDP) on PC. Please visit this link for further information and documentation. Key Fixes Added support for Unreal PSO Caching (shader pre-compiling) to address and reduce the amount of shader stuttering experienced on PC. Made several improvements to framerate in key areas of gameplay on all platforms. Made a number of graphical fixes and improvements across the game on all platforms. Resolved multiple issues that would cause the game to crash or soft lock during gameplay on all platforms. EA SPORTS™ WRC can now be launched on Steam Deck. Accessibility Made a number of Speech to Text fixes across the game. Animation Resolved an issue where the co-driver was t-posing in the Ford Escort RS Cosworth. Resolved an issue where in the Ford Fiesta WRC 2019 the driver would pull the handbrake instead of the paddles to shift gears. Audio Improved the doppler pitch speed shifting in replays. Made a number of corrections to voiceover across the game. Made several minor audio adjustments and improvements across the game. Boot Flow Game should no longer boot in Full-Screen Mode when Windowed Mode is selected on EA App. Builder Made a number of User Interface improvements to Builder. Made a number of minor adjustments to Builder. Career Made a number of corrections to voiceovers within Career. Made a number of text tweaks in Career. Resolved a number of User Interface issues in Career. Cars Resolved a number of vehicle art and model issues with the Alpine Renault A110 1600 S. Resolved a number of vehicle art and model issues with the Ford Puma Rally1 HYBRID. Resolved a number of vehicle art and model issues with the Ford RS200. Resolved a number of vehicle art and model issues with the Ford Sierra Cosworth RS500. Resolved a number of vehicle art and model issues with the Lancia Stratos. Resolved a number of vehicle art and model issues with the Peugeot 205 T16 Evo 2. Resolved a number of vehicle art and model issues with the Peugeot 309 GTI. Resolved a number of vehicle art and model issues with the SEAT Córdoba WRC. Resolved a number of vehicle art and model issues with the SEAT Ibiza Kit Car. Resolved a number of vehicle art and model issues with the ŠKODA Fabia Rally2 Evo. Resolved a number of vehicle art and model issues with the SUBARU Impreza 1995. Resolved a number of vehicle art and model issues with the SUBARU Impreza 1998. Resolved a number of vehicle art and model issues with the Toyota GR Yaris Rally1 HYBRID. Resolved a number of vehicle art and model issues with the Volkswagen Golf GTI. Resolved a number of vehicle art and model issues with the Volkswagen Polo 2017. Made improvements to vehicle damage on the Mitsubishi Lancer Evolution X. Made improvements to vehicle damage on the ŠKODA Fabia Rally2 Evo. Made a number of lighting improvements to the Mitsubishi Lancer Evolution X. Made a number of lighting improvements to the SUBARU Impreza 1995. Made a number of lighting improvements to the SUBARU Impreza 1998. Made a number of physics fixes to the Lancia Delta S4. Made a number of hybrid regen calibration fixes to the Ford Puma Rally1 HYBRID. Made a number of hybrid regen calibration fixes to the Hyundai i20 Rally1 HYBRID. Made a number of hybrid regen calibration fixes to the Toyota GR Yaris Rally1 HYBRID. Fixed a number of HUD and dashboard issues on the Alpine Renault A110 1600 S. Fixed a number of HUD and dashboard issues on the Audi Sport quattro S1 (E2). Fixed a number of HUD and dashboard issues on the BMW M1 Procar Rally. Fixed a number of HUD and dashboard issues on the Citroën Saxo Super 1600. Fixed a number of HUD and dashboard issues on the Ford Escort Mk 6 Maxi. Fixed a number of HUD and dashboard issues on the Ford Escort MK2 McRae Motorsport. Fixed a number of HUD and dashboard issues on the Ford Escort RS Cosworth. Fixed a number of HUD and dashboard issues on the Ford RS200. Fixed a number of HUD and dashboard issues on the Lancia Fulvia HF. Fixed a number of HUD and dashboard issues on the Lancia Stratos. Fixed a number of HUD and dashboard issues on the MG Metro 6R4. Fixed a number of HUD and dashboard issues on the Mitsubishi Lancer Evolution X. Fixed a number of HUD and dashboard issues on the Porsche 911 SC RS. Fixed a number of HUD and dashboard issues on the Volkswagen Golf GTI. Championship Mode Made a number of text tweaks across Championship Mode. Resolved a number of User Interface issues across Championship Mode. Clubs Made a number of stability and performance improvements across Clubs. Resolved a number of User Interface issues across Clubs. Co-Driver Made a number of fixes to specific co-driver calls at Portugal - Baião. Made a number of fixes to specific co-driver calls at Japan - Lake Mikawa. Made a number of fixes to specific co-driver calls at Japan - Nenoue Plateau. Made a number of fixes to specific co-driver calls at Iberia - Santes Creus. Made a number of fixes to specific co-driver calls at Sardinia - Rena Majore. Made a number of fixes to specific co-driver calls at Sweden - Vargasen. Input Devices Added support for User Datagram protocol (UDP) on PC. Added handbrake axis binding for the Logitech Pro. Added throttle and brake vibration functionality to Fanatec pedals on PlayStation and PC. Made some balancing changes to pedal and wheelbase vibration for a more consistent experience. Made a number of fixes to button bindings. Added a warning message for when a player resets bindings due to an actionmap update. Livery Editor Fixed a number of issues with specific decals. Made a number of usability improvements to the livery editor. Added ability to paint the window strip on the MINI Cooper S. Fixed an issue where decals could not be correctly placed on the rear of Junior WRC cars. Fixed an issue where Builder Cars could not have paintable mirrors. Fixed an issue where decals applied to the rear bodywork Style #2 and Style #5 on Builder would not apply correctly. Fixed an issue where inputting a long name for a livery file would overflow the available on-screen space. Resolved an issue regarding empty pop-ups while using the livery editor. Improved transition effect that occurs when exiting the Paint Hub menu. Improved transition effect that occurs when saving liveries. Made a number of stability and performance improvements to the livery editor. Resolved a number of User Interface issues with the livery editor. Localisation Made a number of localisation corrections across the game. Locations Made a number of collision fixes to various locations and stages. Made a number of stability fixes to various locations and stages. Made a number of visual improvements to various locations and stages. Made a number of performance improvements to various locations and stages. Made a number of gameplay improvements to various locations and stages. Moments Made a number of gameplay fixes to The Flying Finn of Monte-Carlo. Made a number of gameplay fixes to The Successor. Made a number of gameplay fixes to First Hybrid Win. Made a number of stability improvements to Moments. Resolved a number of User Interface issues with Moments. Options & Settings Corrected a number of User Interface errors within the Options & Settings menus. Made a number of User Interface improvements within the Options & Settings menus. Quick Play Made several stability and performance improvements to Quick Play Solo. Made several stability and performance improvements to Quick Play Multiplayer. Made a number of User Interface improvements to Quick Play Solo. Made a number of User Interface improvements to Quick Play Multiplayer. Made a number of collision fixes in Quick Play Solo. Implemented several network and connectivity improvements to Quick Play Multiplayer. Rally School Made several stability and performance improvements to Rally School lessons. Made a number of User Interface improvements to Rally School lessons. Resolved an issue where interrupting the starting countdown would cancel out the instructor’s voiceover. Made improvements to the gravel zone detection on Rally School Lesson 3 (Gravel). Fixed an issue that occurred after several restarts of Rally School Lesson 3 (Gravel). Fixed an issue with the handbrake restriction on Rally School Lesson 6 (Gravel). Fixed an issue with the handbrake detection on Rally School Lesson 9. Regularity Rally Made a number of stability improvements to Regularity Rally. Made a number of gameplay improvements to Regularity Rally. Replays Made a number of visual improvements to replays. Made a number of stability improvements to replays. Fixed an issue where the driver would not appear during replays. Fixed an issue where collision effects would constantly be re-played during replays. Added the ability to change camera angle when a replay is paused. Smoothened the transition effect when vehicle parts are loosened from the car. Removed foliage obstructions from certain replay camera angles. Time Trial Added missing collision detection to Rally Estonia. Made a number of stability improvements to Time Trial. Resolved a number of User Interface issues with Time Trial. Ultrawide Monitors Resolved an issue where some background textures appeared stretched within various menu screens. Resolved an issue where trees on the edge of ultrawide displays appeared in low resolution. Resolved an issue where the resolution option was greyed out when launching the game with AMD Eyefinity disabled. Thank you for providing feedback and bug reports on EA SPORTS™ WRC. If you wish to submit a bug report please visit our forum on EA Answers HQ. For all of the latest information and news about future updates to EA SPORTS™ WRC, bookmark our Linktree page and follow us across social media by searching for @EASPORTSWRC.Solved39KViews46likes1CommentDatacron Issue 12/17
Hi Holotable Heroes, With Wednesday’s update we made an attempt to fix the overpowered Attacker-affix Datacrons, but encountered several issues which resulted in not granting players sufficient resources to return to their previous power and investment for Pillars of War. People who were affected will have the state of their entire Pillars of War Datacron inventories reverted to the state they were in before the update altered them (excluding Focused Datacrons) in an upcoming hotfix. This will not impact any other parts of your inventory. The Attacker Affix will be updated to deal less damage per buff in addition to the bug fix that was causing AoE attacks to deal more than intended damage. We are working on this hotfix and we intend to release it by EOD tomorrow. With this hotfix, we will grant players new, level 0, Pillars of War Datacrons for each Attacker Datacron you have in your inventory, plus one (so even if you have no Attacker Datacrons, or even no Datacrons, you will get one Pillars of War Datacron). (These new Datacrons are in addition to your Attacker Datacrons you receive from the rollback, not replacing them.) You will also receive all the materials needed to take these new Datacrons to level 9. To make sure everyone has enough Data-cache to level up these Datacrons, we will be reducing the Data-cache cost to improve Pillars of War Datacron levels by 90% (For example, to upgrade from level 2 to level 3 will cost 30,000 Data-cache instead of 300,000 Data-cache). All players will also receive 20,000 Alteration Mk 1, 20,000 Alteration Mk 2, and 20,000 Alteration Mk 3 reroll materials, per Attacker Datacron and we will be setting the Data-cache costs of rerolling to 1 Data-cache. This is to cover reroll costs for all of your datacrons for the Pillars of War set. Because of this amount of reroll material going to all players, the dust value for reroll materials for this set will be set to 0. Because we will be rolling back the datacron inventories of impacted players in the near future, those impacted players should not invest in datacrons until the rollback is complete, as any changes made during this period would be lost as a result of the rollback. We will identify any players impacted by this and return their lost items, but we recommend holding off on any new investment in datacrons for now. We deeply apologize for this issue and hope these additional resources help you in your journey.27KViews42likes165CommentsEA SPORTS™ WRC - Version 1.3.0 Patch Notes
The latest update for EA SPORTS™ WRC is available to download from November 16, 11:00 UTC, and includes several improvements and bug fixes across many areas of the game. For a full summary of the update, check out the patch notes below. Key Fixes Updated shader compilation to support seasonal variants, to further reduce the possibility of stutter on PC. Updated shader compilation to support weather variants, to further reduce the possibility of stutter on PC. Made multiple stability and performance improvements across the game on all platforms. AI Fixed an issue where AI damage and mishaps occurred too frequently. Co-Driver Adjusted Co-Driver call timings for the “Earliest”, “Earlier” and “Normal” settings, to deliver pace notes earlier. Crash Fixes Fixed an issue where the game would crash while joining a Quick Play Multiplayer lobby. Fixed an issue where the game would crash while waiting in the pause menu at Scandia. Fixed an issue where the game would crash while completing a Season of Career after winning the WRC2 Championship. Graphics & Visuals Fixed an issue where brightness in interior views was either over or underexposed in certain conditions at Mexico. Fixed an issue where brightness in interior views was either over or underexposed in certain conditions at Scandia. Fixed an issue where brightness in interior views was either over or underexposed in certain conditions at Sweden. Input Devices Fixed an issue where framerate would be negatively impacted by the number of peripherals connected to a player’s PC. Fixed an issue where in-game menus could not be navigated while using the Fanatec ClubSport Steering Wheel BMW GT2 V2. Fixed an issue where in-game menus could not be navigated while using the Fanatec ClubSport Steering Wheel F1® Esports V2. Fixed an issue where in-game menus could not be navigated while using the Fanatec CSL DD with the Fanatec CSL Elite Steering Wheel McLaren GT3 V2. Fixed an issue where in-game menus could not be navigated while using the Fanatec CSL Elite Wheel Base. Fixed an issue where in-game menus could not be navigated while using the Fanatec GT DD Pro with the Fanatec ClubSport Steering Wheel BMW GT2 V2. Fixed an issue where in-game menus could not be navigated while using the Fanatec Podium Hub. Locations Made a number of performance improvements and optimisations to Finland, including reducing the possibility of screen tearing. Made a number of performance improvements and optimisations to Japan, including reducing the possibility of screen tearing. Made a number of performance improvements and optimisations to Kenya, including reducing the possibility of screen tearing. Made a number of performance improvements and optimisations to Mediterraneo, including reducing the possibility of screen tearing. Made a number of performance improvements and optimisations to Mexico, including reducing the possibility of screen tearing. Fixed an issue where wet surfaces were using dry weather physics at Oceania. Options & Settings Changed the default Graphics settings for Reflections to Medium, when using High or Ultra graphics presets, to reduce CPU throttling (note: does not overwrite custom selected settings). Server Connectivity Fixed an issue which caused players to receive error CE-108255-1 when connecting to EA servers. UDP Fixed an issue where End, Pause and Resume telemetry channels were being re-sent every frame. User Interface & HUD Fixed an issue where split timings were comparing driver performance to the overall stage winner, and not the current stage leader. The next patch after this is expected to release some time around the end of Rally Pass Season 1, in mid December. Thank you for providing feedback and bug reports on EA SPORTS™ WRC. For further support please visit the following: EA Answers HQ - Bug Reports EA Answers HQ - Suggestions Latest News & Social MediaSolved21KViews34likes1CommentBattlefield 2042 - Update #2
No-Pats, Update #2 will be available on November 25, and brings a set of balance changes for vehicles and weapons, and fixes for critical bugs we found during the Early Access week of November 12. For vehicles such as the LCAA Hovercraft, MD540 Nightbird, KA-520 Super Hokum and AH-64GX Apache Warchief we’ve made adjustments that brings them more in line with other vehicles. On the weapon front, you can expect increased recoil for the PP-29, and more consistent bullet spread for most weapons. We also fixed several critical bugs we noticed were preventing a consistent game experience. These fixes include situations where you could not be revived or respawn as intended. Once this update is in your hands we’ll follow with Update #3 which is tentatively set for deploy next week. It will be our biggest update so far and provides a larger and more substantial set of changes, including performance enhancements, balance changes, and further QoL improvements. For an early look at that, check out our blog from yesterday. The full update notes are available below. We’ll keep you updated on the roll out of the update and what's next over on the @BattlefieldComm Twitter account, where you can also follow along with our tracking of known issues, and changes that we’re able to make in real time. Update 0.2.2 Fixes, Changes, and Improvements Bullet spread has been reduced on all weapons except Shotguns. This should result in better accuracy during gameplay Increased PP-29 vertical recoil to ensure that the weapon does not overperform when engaging outside of its intended combat range Resolved an issue where players who were killed close to obstacles such as walls or water were unable to be revived. Resolved instances where players were stuck in a downed state and unable to respawn. We’ve also introduced a hidden timer that will activate after 30 seconds of being in a downed state that will force a redeploy should it be required. MD540 Nightbird Mounted 20mm Cannons - we are reducing the radius at which bullets do damage upon impact, and decreasing their splash damage Reduced Blast Radius size from 3 to 2 Reduced Inner Blast Radius damage from 1.5 to 0.75 KA-520 Super Hokum - 30mm Cannon (side mount) - we are reducing overall damage and range at which bullets do full damage, while increasing the overall bullet spread Reduced Blast Radius from 2 to 1.6 Reduced Blast Damage from 20 to 14 Reduced bullet damage before Damage Fall Off starts 18 to 15 Reduced Damage Fall Off distance from 200 to 180 Reduced bullet damage at max Fall Off distance from 8 to 6 Increased bullet range and spread AH-64GX Apache Warchief and KA-520 Super Hokum - 30mm Cannon - we are reducing the radius at which bullets do damage upon impact, and decreasing their splash damage Reduced Blast Damage from 20 to 18 Increased the Damage Fall Off for enemies that are further away from the bullet impact center We reduced the overall damage of the Minigun for all Land Vehicles, alongside bullet damage drop off now starting earlier Reduced bullet damage before Damage Fall Off starts from 18 to 13 Reduced Damage Fall Off distance from 60 to 40 Reduced bullet damage at max Fall Off distance to 6 Equipped armor type for the LCAA Hovercraft has been adjusted which increases it’s vulnerability against different weapon types Battlefield Portal - UAV-1 The UAV-1 has been re-enabled within Battlefield Portal Greatly reduced health regeneration delay and speed Increased missile damage against vehicles and infantry The drone is now able to roadkill enemies Breakthrough matches will now correctly end after the last sector has been captured Resolved an issue that caused players queued for a match in Battlefield Portal to be sent back to the menu, instead of joining the match when a slot became available Made general improvements to stability to prevent rare occurrences of game crashing15KViews32likes152CommentsBattlefield 2042 - Update #3.1
No-Pats, Last week we made Update #3 available to you which included a large set of changes to improve your gameplay experience. We wanted to get those changes in your hands as soon as possible, and now we are following up with this week's update, as promised, filled with further fixes and balance changes. Update #3.1 arrives on December 9. Here is a short summary of key changes to expect: Improvements to bullets hit registration consistency. Balance changes for bullet dispersion and recoil Further balance changes to Ground Vehicle 30mm, 40mm, and 57mm Cannons to reduce their effectiveness against infantry A fix for a rare bug where a player could appear invisible to enemies Fixes for several bugs related to Grenades and Launchers Improvements to the menu flow for Xbox players to make it easier to opt-out of Cross-Play Multiple audio improvements to enhance your overall sound experience, focused on clarity, distance and directional perception Update #3.1 is our last game update before the start of the holidays. That means our teams will take a break towards the end of this month and return in the new year with fresh eyes ready to go on the road to Season One. We’ll see you again in the new year where we’ll talk more on further changes and improvements you can expect for Battlefield 2042. The full update notes are available below. We’ll keep you informed on the roll out of the update and what's next over on the @BattlefieldComm Twitter account. Here you can also follow along with our tracking of Known Issues, and changes that we’re able to make in real time. Happy Holidays, The Battlefield team Update 0.3.1 Fixes, Changes, and Improvements General Players that are not the Party Leader can now cancel while waiting in a queue Xbox - Cross-Play can now be enabled/disabled in the Options menu on Xbox Your Sort settings will now be correctly remembered when refreshing the Battlefield: Portal Server Browser Fixed an issue where loadouts would sometimes be empty on the spawn screen after joining a server, preventing weapon selection Made improvements to ensure Aim Assist is more consistent during console gameplay Ranger’s effective combat range and overall health has been decreased Audio Made various tweaks to the overall audio experience to improve clarity, distance and directional perception Fixed an issue where soldiers would not always make indoor specific footsteps Weapons Removed bounce from Underbarrel Grenades when firing at short distances 40mm AP Grenades now properly damage vehicles Fixed some weapons displaying wrong ammo counts for specific magazines DXR-1 and NTW-50 Bolt Action rifles reload animation increased by 0.2 seconds Adjusted dispersion values for most weapons, which results in a faster dispersion decrease when tap firing or doing short bursts Adjusted dispersion increases for most weapons. It now takes slightly longer for weapons to become overly inaccurate in sustained fire Adjusted the recoil values to prevent over aggressive recoil jumps for the AK24, LCMG, PKP-BP, SFAR-M GL, and PP-29 Improved hip fire accuracy for all SMGs to make them better stand-out from other automatic weapon archetypes. LMG dispersion and recoil lowered to improve performance in sustained fire Additional improvements to recoil control for all weapons, more specifically automatic weapons. Increased close range damage and consistency of the MCS-880 when using Buckshot Shell or Flechette Shells Fixed a bug that caused bullets to be fired below the player’s aims for the SFAR-M GL and the K30 Vehicles Fixed a bug where vehicle weapons sometimes did not deal blast damage on a direct hit We’re reducing the Ground Vehicle 30mm Cannon effectiveness versus infantry. It now overheats faster, has a slightly reduced rate of fire and blast damage, and increased fall off damage at distance Rate of Fire 350 -> 330 Heat Per Bullet 0.13 -> 0.14 Heat Drop Per Second 0.5 -> 0.475 Blast Damage 20 -> 18 LCAA Hovercraft - 40mm GPL Grenade Launcher Blast Damage lowered from 55 -> 35 The 40mm Utility Pod upwards firing angle is now easier to use EBAA Wildcat - 57mm Cannon Removed dispersion Ammo 12 -> 8 Impact Damage 85 -> 75 Blast Damage 70 -> 35 Gadgets Frag Grenade Increased the time to detonate a Frag Grenade from 1.1s -> 1.4s after first bounce on a hard collision Increased damage of Frag Grenades across game modes to deal 120 damage and guarantee a kill on armored players too. Reduced Frag & Incendiary Grenade max ammo count from 2 -> 1 Prox Sensor Lowered spotting radius from 30m -> 20m Lowered uptime from 30s -> 14s Lowered amount of Prox Sensor a player can carry and deploy from 2 -> 1 Battlefield Hazard Zone Fixed an issue that caused the roaming Occupying Forces LATV4 Recon to spawn at the wrong times or not at all Breakthrough Kaleidoscope - Rooftop Capture Objective has been removed. There are now two Capture Objectives at the bottom in BT large and one at the bottom in BT small Orbital - Rooftop Capture Objective has been removed. There is now a single Capture Objective at the bottom in BT large and BT small Hourglass - Rooftop Capture Objective has been removed. There is now a single Capture Objective at the bottom in BT large and BT small. Also fixed an issue where players were spawning out of bounds Soldier Improvements on back pedaling into objects when being in prone position Fixed a rare issue where players could turn invisible when spawning on a full/destroyed vehicle 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.25KViews31likes277CommentsBreakthrough Update - 02/17
Hey Folks - We have updated ticket values for Attackers in Breakthrough as part of a backend update on our servers this morning. Over recent weeks, we have been monitoring match outcomes and observed that the attacking team often started with the maximum number of reinforcements in the final sector, which is neither balanced, nail-biting, nor fair for the opposing team. The purpose of this change is to help even out the odds and create a more exciting experience throughout the match, especially in the final sectors. On 128 Player layouts, the attacking team will now start with a slightly increased ticket count, but subsequently receive less tickets per sector. On 64 Player layouts, attackers will receive less tickets per sector, but will also start with less initial tickets to help address a wider gap in the balance. Here's a complete breakdown of the changes. We'll be monitoring these changes to ensure that it's producing healthier rounds, and will let you know if we need to make further adjustments in the future. Freeman // @PartWelsh Breakaway 128 Players Initial Tickets: 650 (up from 600) Tickets Rewarded per Sector: 200 (down from 300) 64 Players Initial Tickets: 300 (down from 400) Tickets Rewarded per Sector: 75 (down from 150) Discarded 128 Players Initial Tickets: 750 (up from 600) Tickets Rewarded per Sector: 200 (down from 300) 64 Players Initial Tickets: 350 (down from 400) Tickets Rewarded per Sector: 100 (down from 150) Hourglass 128 Players Initial Tickets: 700 (up from 600) Tickets Rewarded per Sector: 225 (down from 300) 64 Players Initial Tickets: 300 (down from 400) Tickets Rewarded per Sector: 75 (down from 150) Kaleidoscope 128 Players Initial Tickets: 600 (No Change) Tickets Rewarded per Sector:300 (No Change) 64 Players Initial Tickets: 300 (down from 400) Tickets Rewarded per Sector: 75 (down from 150) Manifest 128 Players Initial Tickets: 700 (up from 600) Tickets Rewarded per Sector: 275 (down from 300) 64 Players Initial Tickets: 400 (No change) Tickets Rewarded per Sector: 75 (down from 150) Orbital 128 Players Initial Tickets: 700 (up from 600) Tickets Rewarded per Sector: 150 (down from 300) 64 Players Initial Tickets: 300 (down from 400) Tickets Rewarded per Sector: 75 (down from 150) Renewal 128 Players Initial Tickets: 650 (up from 600) Tickets Rewarded per Sector: 150 (down from 300) 64 Players Initial Tickets: 400 (No change) Tickets Rewarded per Sector: 75 (down from 150) Have some feedback on the changes? Join is in our Discussion Thread and let us know.13KViews30likes1CommentBattlefield 2042 - Update #1
No-Pats, Ahead of the start of our worldwide launch for Battlefield 2042, we have a small update targeted at addressing some critical issues that we identified shortly before the start of Early Access. In the coming weeks, we’ll have more to share around further upcoming fixes, balance changes, and QoL enhancements. Over the next 30 days, we’re presently scheduled to release two further updates, with our next update delivering more fixes and improvements that we’ve identified during this first week of Early Access, and a larger and more substantial update following after that. Our full update notes are available below. There’ll be a short period of downtime whilst we deploy the update. We’ll keep you updated on our deployment timing over on the @BattlefieldComm Twitter account, where you can also follow along with our tracking of known issues, and changes that we’re able to make in real time. Update 0.2.1 Fixes, Changes, and Improvements Implemented Server Side upgrades that are targeted at reducing instances of Rubber Banding, often experienced in the later part of a round in All-Out Warfare modes. Significantly reduced instances of stuttering when playing on Breakaway. If the Silo’s are destroyed, it should no longer reduce performance on the server. A note that we are continuing to investigate similar occurrences that have been reported to us on other maps. When looking at allies on your team, their names will now correctly display. Adjusted the animations for Falck during the End of Round sequence to ensure that she is displayed correctly. Updated a skin earnable for Boris via Mastery Progression with a new name: Gator. Ensured that TDM Rounds in Battlefield Portal always start with Random Deploy set as active. We observed that this sometimes wasn’t active when moving from round to round, but have now fixed this. Applied a set of measures that ensure the correct number of AI spawn in Custom Battlefield Portal modes using the Free for All preset. PC Only - Enabled Specialist Selection in Hazard Zone via mouse interaction, removing the need to lock in your selection with the Spacebar. Fixed a rare occurrence in Hazard Zone that would sometimes cause the End of Round flow to not activate correctly, ensuring that the correct amount of bonus XP was awarded. Repaired an issue found in Hazard Zone that could cause players to be shown on the Map when they were not visible, or spotted. Provided a fix for Hazard Zone players who were not seeing their Extraction Streaks updating correctly. The details listed in this article 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.27KViews27likes251Comments