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Battlefield 2042 Patch Notes


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Battlefield 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.

Freeman

Battlefield Community Manager

Twitter: @PartWelsh

 

 

 

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

 

Full Notes: https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-2042-update-notes-1

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BATTLEFIELD 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 crashing

 

Full Notes: https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-2042-update-notes-2

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BATTLEFIELD 2042 UPDATE #3

No-Pats!

Update #3 will be available on December 2. We’ve enjoyed seeing you join us on the Battlefield since launch, and would like to thank you for your continued feedback.

With this update we’re addressing further bugs and feedback areas which we’ve observed through your gameplay since November 12. This means you can expect a large amount of fixes, balance changes and quality of life enhancements to come your way. And lastly, as we’ve kicked off the Preseason there are some new things to look forward to as well!

While the full update contains hundreds of changes, here’s a summary of what to expect.

What’s new?

In the week following Update #3, Weekly Missions will make their way onto the Battlefield. There will be a total of 3 varying missions each week which you can track via the main menu. Completing a mission will reward you with player XP. Finish all of the available missions that week, and you’ll receive a unique cosmetic reward!

In Battlefield Portal we’re adding new game mode layouts for Rush on all All-Out Warfare maps. We’re also adding several new templates to the Builder, and a new custom mode called Vehicle Team Deathmatch, which allows you to utilize combat vehicles in custom experiences. It will also support logic created in the Rules Editor, allowing players to spawn at team HQ and adding more options when creating custom games.

Lastly, we’re adding a new logic option to the Rules Editor that checks the source of fatal damage to a player; e.g. maybe from a melee weapon or rifle. This opens up a ton of new possibilities, and we’re looking forward to seeing what cool modes you’ll build with this!

Quality of Life

We’re introducing several improvements within the Collection screen menus to make customizing your loadout and Plus Menu easier. In short, less clicking around. It’s now also easier to understand which attachments are locked, in use, equippable, or newly unlocked within your Collection.

UI elements during gameplay have also received enhancements. You’ll notice increased visibility and reduced clutter through for example player world icons now scaling with distance. We also added IFF (Identify Friend or Foe) marker improvements, and indicators for nearby players who you can revive or be revived by, or who is low on ammo or health.

Lastly, you’ll notice smoother transitioning between game menus, the Options menu, and matchmaking.

Gameplay

Throughout several areas of the game we’ve introduced improvements to make your experience while interacting within maps feel smoother.

This includes over 150 individual fixes, small changes, and improvements across all of our Maps where we noticed they were detracting from gameplay, such as spawning, visual glitching or collision issues. Audio, rendering and interaction improvements and fixes for weapons, vehicles and Specialists are also included.

What’s next?

In early December you can expect one more small update focused on further balance changes, and general bug fixes to further enhance your gameplay experience.

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. Here you can also follow along with our tracking of Known Issues, and changes that we’re able to make in real time.

We’re looking forward to getting this update into your hands, and we appreciate your continued feedback as we journey onwards from launch, together.

Thank you for playing,

The Battlefield team

bf-2042-teal-patch-notes-icon.jpg.adapt.crop16x9.1455w.jpg

 

Update 0.3.0

Fixes, Changes, and Improvements

General

  • The Recent Players screen now include everyone from previous matches to allow for easier user reporting
  • Made improvements to the “Interaction” system by switching the default "INTERACT" text on multiple interactions to reflect the action you are about to do, i.e. "OPEN CONTAINER", "CALL ELEVATOR"
  • Resolved Kaleidoscope server room lighting issue
  • Resolved an issue related to the velocity / trajectory while spawning in jets
  • Improved helicopter animation in level fly-bys during insertion
  • Improvements to address an issue where players killed in vehicles would fall beneath level geometry
  • Improvements to streaming assets in deploy screen presentation
  • Player no longer gets stuck in a zipline/rope after exiting a vehicle after entering it too close to a zipline or rope
  • Exiting an open seat early in the enter animation no longer causes your aim pitch to lock up
  • Correct field of view is applied immediately following insertion sequences 

User Interface

  • Improved the Collection screens, making them easier to use and clear as to what you’re interacting with 
  • Improved the ways in which you’re able to manage your attachments via the Collection screen to reduce the number of interactions you need to have when building your loadouts
  • Enhancements to our Player Card screen and End of Round (EOR) to provide additional polish
  • Added new markers to make your newly unlocked items easier to find
  • Improved screen transitions when entering and returning to the Main Menu
  • Improved Report a Player flows, specifically around toxicity and cheating reports
  • The in-game scoreboard now properly scales to match screen safe-zone settings
  • Fixed instances where the scroll function didn’t work in the Options screens
  • Implemented Focus restoration for screens so the focused button is remembered when re-entering a screen
  • Fixed visual effects remain on screen during End of Round
  • CommoRose
    • Improved responsiveness of CommoRose opening
    • Fixed inactive objectives showing in the CommoRose for defenders in Rush & Breakthrough
    • Fixed objectives not showing in the CommoRose for attackers in Rush

Matchmaking & Friends

  • Improved the experience between EOR and the Main Menu
  • Improved Matchmaking reliability and reduced instances of Matchmaking failed
  • Improved Crossplay invite flows
  • Fixed Rich presence update issues, ensuring that your friends are better able to track where you are in Game
  • Addressed servers getting stuck in unresponsive game states, where rounds fail to properly start
  • Fixes to Friend Invitations for players on PC
  • Fixed an issue where the friends list was sometimes not fully up to date

Progression and Unlocks

  • Introduction of weekly missions, providing set challenges that reward cosmetic unlocks
  • Added 1st match bonus of 1000 Dark Market Credits for Hazard Zone
  • Improved overall XP/Rank tracking and reliability
  • Improved Mastery rank tracking
  • Improved reliability of Player card tracking
  • The required level to unlock an item is no longer visible once the item is unlocked
  • Fixed a bug where Mastery Badges weren’t displaying within the Portal Collection menu
  • Fixed an issue that was not properly awarding XP for Angel resupplies
  • 3D preview of vehicles now displays the correct customizations in the Collection menu
  • Added a notification when reaching a new Player Card Badge tier
  • Added a notification when reaching a new Mastery tier

Rendering

  • Addressed a variety of visual flickering and stuttering issues
  • Improvements to water rendering when Aiming Down Sight (ADS)
  • Added sight definition for iron sights to allow correct ADS for the VCAR
  • Leaving ADS  is now smoother than before on Xbox One and PlayStation 4 consoles 
  • Addressed multiple graphical issues affecting water reflections
  • Addressed an issue with character rendering for players joining a match in progress
  • Made improvements to artifacts affecting DLSS implementation
  • Fixed flickering in the oasis water in El Alamein on deploy
  • Fixed animations sometimes glitching when picking up a weapon from the ground
  • Fixed Aircrafts sometimes showing up with wrong landing gear visuals
  • Fixed issue that would cause incorrect bullet impact effects when shooting near water
  • Fixed Ju-87 Stuka Gunner Seat firing visual effects not aligning properly with the airplane 
  • Shifted PSO-1 Scope forward on AN94 to prevent clipping into screen while idle
  • Fixed skinning issues for several PP-29 Weapon Skins

Maps

  • Over 150 individual fixes, small changes, and improvements across all of our Maps
  • Improved level geometry issues across all levels addressing issues such players getting snagged or trapped
  • Resolved multiple spawning issues
  • Resolved visual glitches such as lens flare, visible seams in skydome
  • Resolved a large number of collision and placement issues
  • Addressed issues affecting local audio placement in multiple Maps

Battlefield Hazard Zone

  • Made improvements to visual presentation of Dark Market Credits
  • Modified the Squad and Player Screen to remove enemy squad names
  • Modified the Scoreboard to no longer show connected enemy players
  • Added additional flares to Extraction Zone, offering players better visibility of extraction area, as well as providing additional cover 
  • Added new spawn locations for initial Data Capsules
  • Increased the amount of Data Drives initial Data Capsules can contain
  • Made improvements to the Data Drive Scanner’s accuracy and enemy identification
  • Resolved an issue where two teams could extract simultaneously
  • Resolved warnings to alert players they’re being scanned sometimes not appearing
  • Made it easier to interact with Data Drive pick-ups
  • Added a distance read-out for the next available Extraction Point
  • Improved the end-of-round camera placement 
  • The "Modify" button in the lobby now takes you back to the Perk tab
  • Initial Data Capsules now only spawn a maximum of 4-6 Opposing Forces
  • Drones inside the extraction Condor will now be destroyed upon leaving
  • Added XP for completely eliminating an enemy squad
  • The Redeploy icon is now part of the soldier and vehicle world icon
  • Fixed players sometimes being able to pick up more than their max capacity of Data Drives 
  • Fixed instances where the Round Bonus XP was inaccurate and the End of Round was not triggering correctly
  • Fixed an issue where the countdown in the lobby would not start if the player was tabbed out
  • Reduced width of lobby summary information
  • Added an animation and audio cue when the player's Remaining Balance changes in the lobby
  • Combined Tactical Items tab into a single tab in the lobby
  • Made lock icon visuals more clear while in the lobby
  • Added an option to Quit from the waiting for players to join and pre-round lobby menu
  • Fixed an issue in the lobby that made it difficult to understand what Tactical Items are being selected 
  • Fixed an issue where voice over would get cut off too early at the end of round
  • Fixed issues with voice over heard by extracting players
  • Fixed issues with random audio triggers for the Data Drive Scanner
  • Fixed missing music when squad gets eliminated

Battlefield Portal

  • Added Server Info for the Pause Menu
  • Added support for reporting a server from the Pause Menu
  • Added support for server admins to write periodic server messages
  • Simplified the Server Settings screen design
  • Fixed an issue where bullet spread would be too high when trying to fire while zoomed right after sprinting for some Portal weapons
  • Fixed maximum human players displaying incorrectly in the Modifiers Tab for FFA game modes
  • Added different loading music based on which Portal map is loading 
  • Setting a low Max Health multiplier for vehicles will no longer cause them to spawn in on fire
  • Aircraft within Portal now display their equipped missiles and bombs correctly
  • Added a UI indicator for Rush to show when the next sector will start
  • Fixed a visual issue while reloading several Launchers (RPG-7, SMAW, Bazooka, Panzerschreck)

Builder additions

  • Rush game mode layouts for all 2042 All-Out Warfare maps (through Portal)
  • New official Vehicle Team Deathmatch game mode
  • New official Team & FFA Gun Master templates
  • New official Infection template

Rules Editor

  • Added the ability to detect what players were killed with in order to apply additional Logic
  • Enable the portal SetTeamId block to be usable with AI

Battlefield 1942

  • Fixed spotting issues for the Binoculars
  • Fixed an issue that caused the M3 Halftrack and Sd. Kfz 251 Halftrack to sometimes dip into the terrain
  • Fixed an issue that caused the 9K22 Tunguska-M to take too much damage from some vehicle MG’s

Battlefield: Bad Company 2

  • Improved the M416 reload animation 
  • The Tracer Dart now locks successfully on tagged vehicle
  • Mortar Strike can no longer be fired while not zoomed
  • Additional tuning to the UAV-1

Battlefield 3

  • Fixed a bug that could cause the M3A3 Bradley primary and APFSDS-T Shells to continue firing uninterrupted
  • Fixed a bug that prevented the SOFLAM and MAV gadgets maintaining their previous aim direction when a player re-entered them
  • Fixed a bug that caused the MAV, EOD Bot and SOFLAM gadgets to show a preview model after it had already been placed
  • Added new and classic voice over lines for damaging/killing an enemy with a Defibrillator using BF3 Assault characters
  • The Mi-28 Havoc and AH-64 Apache Rocket Pods now have the same reload time
  • EOD Bot now has a Vehicle Status Icon to assist with driver orientation
  • Rebalanced the Su-35BM Flanker-E to match the health of other jets
  • The FGM-148 Javelin now has two distinct firing types
  • Balancing pass on C-RAM and Pantsir stationary
  • Increased the reload time for Guided Rocket
  • Fixed passive spotting issues for the MAV

UX Improvements

  • Made a series of visual, audio, and gameplay improvements to weapons, vehicles, and gadgets
  • Improved the Plus Menu customization experience
  • Fixed navigational issues on the Player Card Collection screen
  • Added a new Options to select damage the indicator color for soldiers and vehicles
  • Added a new crosshair option to change damage indicator shape thickness between: Thin - Medium - Thick'
  • Replaced the "Accessibility" button in the Experience Selection with "Accessibility & Options"
  • Fixed the color picker preview in Options menu often showing black, instead of the actual color
  • Pinged objects now remain visible when occluded

Conquest

  • Tuned information spamming in Conquest, reducing the amount of messages that appear in the world log. In particular we reduced messages about flag state changes so that they’re not as distracting

Breakthrough

  • Tuned capture times for Breakthrough
  • Improved out of bounds defender spawning in Breakthrough to ensure easier safe spawning
  • Made improvements to the Breakthrough UI to enable you to better track round progress in the form of a Game Mode Widget
  • The Game Mode Widget inside the Scoreboard has been updated to put emphasis on sectors and attackers reinforcements. Note that it only displays while playing Breakthrough and Rush
  • Elapsed time is now added and trackable in both the Scoreboard & Deploy Screen.
  • Added a pulsating effect on the Team 1 (attacker) score and progress bar when their tickets are =< 25% of their initial tickets. This is also present in the GMW in the HUD, Scoreboard and Deploy Screen for both Rush and Breakthrough
  • Made UI improvements to indicate when the attacking team has reached the last sector
  • Made UI improvements to indicate when the defending team loses a sector
  • Fixed an issue that could cause the End of Round screen to display inaccurate scores for the attacking team

Dynamic World Improvements

  • Addressed issues for VFX affecting late-joiners
  • Made improvements to correctly align the bridge behavior on Kaleidoscope for late joiners to the match
  • Made improvements to correctly align the destructive silos state for late joiners in Renewal and Orbital
  • Improved interaction of SG-36 Sentry Gun and elevators
  • Quality of Life fixes and improvements to interact prompts
  • Tornado and smoke visual effect improvements
  • Resolved a large number of collision issues with large scale animation events
  • Improved location-based sandstorm audio experience
  • Improvements to destruction audio
  • Adjusted the timing for automatic doors

HUD

  • Added a UI element that shows nearby players that can revive you within 50m when downed
  • Added a UI element that shows incoming revivers when downed and pinged by a player that intends to revive you
  • When low on ammo or health, nearby friendly players within 50m will now show a resource icon above their head indicating that they can provide you with health or ammo
  • Increased Big Map Resolution for improved navigation
  • Added health bars on enemy vehicles (up to 200m) and enemy soldiers when looked at (up to 50m)
  • All player world icons now scale over distance, making them smaller when far away in an effort to reduce icons cluttering the screen
  • Time before revive completion is now visible for the downed player when being revived
  • Fixed an issue where friendly player icons would sometimes not be hidden behind walls, which caused screen clutter
  • Fixed an issue where friendly soldiers are missing their blue UI icons when a player is in a downed state
  • Fixed an issue where some player names don't show when looking at multiple soldiers or vehicles next to each other
  • Changed the visibility behavior of the fire mode icon in the HUD. By default, the fire mode icon is now visible if it is currently possible to change fire-mode. The behavior can be changed to allow the fire mode icon to always be visible (even if it’s not possible to change fire mode) or turned off. The option is called “Fire Mode Indicator” under “HUD” Options
  • Added an option that allows for the disabling of the button prompts visible in the HUD
  • Added message about which player healed you when getting healed by other players
  • Added message about which player shared ammo when getting ammo from other players
  • Fixed an issue where IFF markers on squad members do not change with colorblind option
  • Improved visibility of IFF marks over distances
  • Fixed an issue where IFF markers would not be visible when using low video settings
  • Fixed an issue where the HUD/UI sometimes wasn’t visible when joining a Portal game after quitting the previous Portal match
  • Reload UI hints now stop pulsating after 4 seconds
  • Added an option to show or hide button prompts in the HUD
  • Added an option to show or hide the Reactive hints in the HUD (reload, low on ammo etc...)
  • Added an option to customize the visibility of the fire mode indicator's prompt and icon in the HUD (When available, Always ON, ADS Only)

Bots

  • Fixed issue where Bots sometimes didn’t revive players
  • Improved Bots helicopter handling
  • Improved Bots combat behaviors
  • Improved Bots gamemode behaviors

Audio

  • Improved reliability of various ability sounds when offscreen, such as reviving, SOB-8 Ballistic Shield, flares, wingsuit, parachute, vehicle smoke discharges and system repairs
  • Improved weapon audio for enemies firing at the player, including at a distance
  • Switched lock-on warning sound with incoming missile warning sound
  • Tweaked audio during End of Round
  • Added a ping sound for "Request Revive" to help mark your location
  • Tweaked the sound when pinging a downed friendly player
  • Made improvements to ground vehicle gear shifts and suspension sounds
  • Warning and Transmission sounds will no longer repeat on vehicle low health
  • Switched locked on warning sound with incoming missile warning sound
  • Added audio for damaged engine fires on vehicles
  • It’s now easier to hear the LCAA Hovercraft when it’s behind players

Specialists

Angel

  • Loadout Crate
    • Players that require armor and can receive it now have a white outline around them to indicate that the magnetism will throw the armor to the outlined player. 
    • When using the Loadout Crate, players can now scroll if more than 4 loadouts are available
    • Visual effects and polish on destruction and despawning of Loadout Crate
    • The cooldown for the resupply action on the Loadout Crate is now shared between Loadout Crates 
    • Added a unique sound when picking up armor
    • Added the ability to self-apply armor with Angel's Supply Bag
    • Loadout Crate can now no longer be called-in when underneath tall buildings
    • Added a hand gesture animation when placing the Loadout Crate
    • Angels armor and ammo supply pouch now auto targets towards friendlies with low ammo and not only low armor

Irish

  • Fixed an issue where switching to Irish via Portals SetPlayersSoldier command would cause the Deployable Cover ability to not play any animations
  • Updated Irish's gadget preview video found on the "More Info" screen
  • DCS Deployable Cover
    • Fixed an issue where the DCS Deployable Cover Minimap Icon was not displayed correctly
    • Improved reliability of the DCS Deployable Cover’s deployable placement allowing placement on more angled surfaces

Dozer

  • SOB-8 Ballistic Shield
    • Fixed an issue where the SOB-8 Ballistic Shield didn’t block bullets when inside an elevator.
    • Fixed an issue where Dozer would not be targeted by Boris's SG-36 Sentry Gun and AI ignoring the user while having a SOB-8 Ballistic Shield equipped.
    • Fixed an issue where players couldn’t enter vehicles while the SOB-8 Ballistic Shield was equipped
    • Fixed an issue where reviving is hard to perform while having the SOB-8 Ballistic Shield equipped
    • Fixed an issue where killing a player with the SOB-8 Ballistic Shield would also take the victim’s dogtag.
    • Fixed an issue where players were flung up in the air after being melee’d by Dozers with his shield equipped
    • Fixed a bug where Dozer could steal a takedown kill from friendlies using shield bash
    • Reduced Dozer's deflection damage from his shield
    • Removed the headshot multiplier from Dozer's deflection damage

 Rao 

  • Cyber Warfare Suite
    • Added a short grace period for Rao's Cyber Warfare Suite when something occludes the target being hacked. This will help most frequently when trying to hack vehicles that may be driving in front of trees
    • Fixed issue where the Cyber Warfare Suite would trigger "Enemy Hacked" voice over without eligible enemies being present

Paik

  • EMG-X Scanner
    • Added a sound effect for the victims being scanned by the EMG-X Scanner
    • Fixed missing sound for AR-Scanner when owner of ability is out of view
    • The EMG-X Scanner should now be able to spot targets above or below Paik.
    • Disabled the usage of EMG-X Scanner while inside vehicles
    • Fixed the EMG-X Scanner’s “target found” audio effect not working for targets beyond 20m

Casper

  • OV-P Recon Drone
    • Fixed an issue where user is unable to deploy the OV-P Recon Drone while in a prone position
    • Improved the visibility of Enemy Recon Drones; they now have lights making them easier to see
    • Players now switch back to their previous weapon after exiting the OV-P Recon Drone
    • Updated OV-P Recon Drone EMP hint message to clarify that firing requires a lock on
    • Increased the range of the EMP on the OV-P Recon Drone
    • Fixed an issue where Casper’s OV-P Recon Drone is sometimes unable to lock onto enemy targets 
    • Increased the OV-P Recon Drone’s movement speed
    • Increased the OV-P Recon Drone’s hitbox size to make it easier to hit.
    • Adjusted the “near drone” spotting distance
    • Adjusted the size of the spotting area when controlling the drone’s camera view.

Boris

  • SG-36 Sentry Gun
    • The SG-36 Sentry Gun will now be destroyed when the owner dies instead of when the owner is downed
    • Fixed an issue where Boris’ SG-36 Sentry Gun would not be able to acquire targets that are near a vehicle

Sundance

  • Moved Sundance's scatter grenade to detonate after first bounce to allow victims the chance to move away if they are thrown at low altitude
  • Wingsuit
    • Fixed an issue where the repair tool crosshair was visible in the wingsuit when you entered the wingsuit whilst having the repair tool equipped
    • Fixed an issue when undeploying and then deploying the Wingsuit can cause 1p view while flying
  • Grenade Belt
    • Fixed an issue where the Sundance’s Anti-Armor grenade could get stuck circling in air after the targeted vehicle deploys counter-measures or attempt to target another vehicle instead
    • Adjusted the behavior of Sundance’s splitter fragment grenades to bounce once before detonating

Falck

  • S21 Syrette Pistol
    • Added Lock On and Lock Off sounds for S21 Syrette Pistol for when a target is designated by the magnetism of the S21 Syrette Pistol
    • Players that require health and can receive it now have a white outline around them to indicate that the magnetism will fire at the outlined target.
    • Added healing VFX for when you’re being healed by the S21 Syrette Pistol
    • Added sound feedback for when being healed by the S21 Syrette Pistol 

Mackay

  • Grappling Hook
    • Fixed an issue where the Grappling Hook rope got misaligned in front of the gadget after changing FOV settings
    • Fixed the vault after the Grappling Hook animation where it could cause camera jerks or provide no animation at all
    • Reduced damage of the Grapple Gun

Vehicles

  • Fixed issue where missile countermeasures sometimes didn’t work, causing missiles to not blow up and instead reacquire the same target
  • Made exit position from vehicles more consistent 
  • Made improvements to controller vibration for vehicles 
  • Fixed an issue where the MD540 Nightbird Mounted 20mm Cannons hitting the ground can appear frozen
  • Balanced MD540 Nightbird Mounted Miniguns spread buildup and convergence
  • AH-64GX Apache Warchief & KA-520 Super Hokum 127mm Anti-Vehicle Rocket Packs will no longer have blast impulse upon firing
  • Fixed an issue where a player driving the LCAA Hovercraft can not be shot through the front window 
  • Fixed the F-35E Panther repair system ability missing from customisation 
  • Added an option to have vehicle boost as toggle or hold
  • Fixed an issue where vehicles took double damage when getting hit through glass
  • Improved TOW Missile Projectiles flying behavior 
  • Fixed instances where vehicles sometimes would become stuck on world geometry
  • Fixed an issue which prevented the Ranger from turning into a ragdoll when destroyed. Destroying the Ranger will look a lot more natural now.
  • Fixed a bug where Ranger would lose connection to player who called them in after being downed
  • Fixed some wheeled vehicles continuing to roll backwards when reverse is released
  • Adjusted FOV sense of speed effect on vehicles
  • Land vehicles could sometimes get "stuck" when driving on top of something that makes all or most of the wheels lose contact with the ground. It should now be easier to become unstuck from these situations by giving normal throttle and steering input
  • Fixed kill camera going under ground when killed in a vehicle

Weapons

  • Fixed some issues that prevented visual hits from registering when firing on an enemy target. Note: further improvements are still being investigated
  • Fixed the 8X Scope having a faster ADS time than the others
  • Fixed M44 revolver chambering an extra bullet; it will now correctly reload 6 bullets instead of 5.
  • Fixed an issue where a soldier is unable to shoot after getting hacked while in a vehicle
  • Reduced switch back to weapon delay after throwing grenade
  • Fixed an exploit that allowed to have unlimited ammo and rapid-fire grenades from the 40mm Underbarrel Attachments 
  • The 40mm AP projectile no longer incorrectly shows a proximity indicator
  • Ammunition can now be supplied to 40mm Underbarrel Attachments and their different ammunition types
  • Adjusted reticle position and brightness on PK-A and Kobra, making these optics easier to use 

NTW-50

  • Reduced effectiveness of the NTW-50 against vehicles
  • Anti Materiel Rounds magazine size increased to 5
  • Lowered Anti Materiel Rounds damage multiplier against heavy vehicles
  • Lowered Anti Materiel Heavy Rounds damage multiplier against all vehicles

Gadgets

  • Gadgets no longer pause their cooldown when the player enters a vehicle
  • Gadgets will move with elevators rather than getting destroyed
  • Carl Gustaf, RPG, Wildcat AA missiles, Bolte missile barrage will not re-lock onto vehicles if they have been flared
  • Adjusted glass on Orbital to allow grenades to pass through windows instead of bouncing back at players

CG Recoilless M5

  • Fixed a bug where the CG Recoilless M5 would not lose its lock on to enemy air vehicles when locked on via SOFLAM Designator and the target deployed countermeasures
  • Adjusted range finder and time of flight information on the Recoilless M5 to better mirror its proper gameplay capabilities / timings

C5 Explosive

  • Fixed a bug where the C5 Explosive blast damage was sometimes inconsistent when trying to detonate the C5 Explosive on a moving vehicle
  • Fixed an issue where the C5 Explosive server and client positions were not correctly synced
  • Adjusted the deploy time of the C5 Explosive and reduced the delay before allowing it to be detonated to improve responsiveness.

SOFLAM Designator

  • Fixed an issue where the visual SOFLAM Designator UI elements are still present on the screen when switching to other gadgets while zoomed
  • Fixed the SOFLAM Designator’s tooltip text being misaligned

Anti-Tank Mine

  • Fixed an issue that caused Mines and other deployables to not trigger sound effects when deployed from inside a vehicle

Medical Crate and Ammo Crate

  • Fixed issue where the Medical Crate healing cooldown was triggered when at Full HP.
  • Adjusted Medical and Ammo crates' trajectory to align with the animation of the throw and address jitter
  • Improved responsiveness of Medical and Ammo crates deployment. It is now possible to throw them a lot quicker after selecting them 
  • Fixed an issue where the resupply animation would not play when resupplying gadgets from the Ammo Crate

Smoke Grenade

  • Changed the detonation behavior of the Smoke Grenade; it will now bounce once before detonating
  • Fixed an issue where Smoke Grenades could be destroyed by bullets or explosions
  • Fixed an issue where the VO was not triggering when an enemy Specialists’ Smoke Grenade has been thrown

Frag Grenade

  • Ensured that the grenade warning icon does not draw under certain elements of the HUD like the minimap 

Repair Tool

  • Fixed an issue where the Repair Tool can repair vehicles while not facing the vehicle.
  • Improved the Repair Tool so that it is quicker to equip and put away

Insertion Beacon

  • Fixed an issue where picking up an Insertion Beacon would not make any sounds.
  • EMP now blocks spawning on Insertion Beacons
  • Reduced the delay before the Insertion Beacon is placed after throwing it

FXM-33 AA Missile

  • The FXM-33 AA Missile reload sound effect will now appropriately fit the animation of reloading
  • Extended the animation of the FXM-33 AA Missile reload

Soldier

  • Added turn in place animations for one-handed and two-handed gadgets
  • Proning with your legs dangling in the air will push you off that object, however allowing for time to correct yourself 
  • Reduced occurrences where Specialists can be seen with low quality animations in the distance
  • Adjusted the pose of the legs when falling to avoid legs blocking the view
  • Adjusted soldier animations when swimming.
  • Various visual adjustments and fixes for Specialists
  • Addressed issues where players prone on thin surfaces could be seen floating in the air. They will now tend to fall if the surface is not large enough.
  • Fixed a bug where players could get stuck in swimming state on ground
  • Fixed missing weapon deploy animation when transitioning from water to land.
  • Fixed issues where the soldier would sometimes not properly follow the ground when sliding
  • Fixed an issue where jumping would be buffered if holding jump when trying to stand up from crouch or prone pose
  • Fixed an issue where it is not possible to look up and down enough while prone on a slope
  • Fixed an issue where character hands were not in contact with ladders when FOV was higher than default
  • Fixed an issue where you could turn and see your own headless first person body while on ladders
  • Fixed an issue where setting the “Always Traversal Sprint” Option would sometimes not allow the player to traversal sprint with the intended speed
  • Fixed an issue where attempting to traversal sprint while swimming resulted in an incorrect swimming animation.
  • Fixed an issue where your first person soldier would sometimes not play the correct sprint animation
  • Fixed an issue where certain vehicle weapons could deal damage to soldiers by damaging the parachute.
  • Fixed an issue where your third person animation could get stuck in a prone turn in place loop even though you had stopped turning

Melee

  • Adjusted the timing of sound of takedowns on enemies being prone
  • Improved the speed in which the weapon switches when watching another player melee attack
  • Decreased the range in which you can melee a player
  • You can no longer perform a takedown on a soldier climbing a ladder
  • Meleeing unoccupied light vehicles now allows you to slightly push the vehicle which can help when vehicles get stuck.
  • Fixed an issue where players sometimes got thrown up in the air while using melee
  • Fixed takedowns on enemies lying prone not working from all angles
  • Fixed an animation issue while taking down an enemy that is prone on stairs
  • Fixed a camera bug for meleeing players while standing on a moving platform
  • Fixed a bug where melee attacks in water could put the player in a broken state
  • Fixed an issue where players were able to gain velocity by hopping on and off a ladder and hit melee

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.

 

Full Notes: https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-2042-update-notes-3

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BATTLEFIELD 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 play 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 and 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 Objective 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.

 

Full Notes: https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-2042-update-notes-4

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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.

This update is 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.

 

Full Notes: https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-2042-update-notes-3-2

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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.

kin-scoreboardv2.png.adapt.1456w.png

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

kin-16x9-make-good-offer-beautyshot-ersb

 

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 Centre 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.

*VALID FOR PURCHASES MADE UP TO FEB 1ST, 2022

Link To Notes: https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-2042-update-notes-3-3

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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-art-patch-notes.jpg.adapt.1456w.jpg

 

 

 

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:

ac42-patch-notes.png.adapt.1456w.png

 

  • A - Warhawk Compensator
    • Update 3.3: improved horizontal recoil control, reduced vertical recoil control
    • Update 4.0: improved recoil control, reduced weapon accuracy
  • B - Rattlesnake Light Grip
    • 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 

 

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 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
    • RWS 50mm mounted on Land vehicles
      • ImpactImpulse 4000 -> 2500
      • StartDamage 85 -> 92
      • EndDamage 60 -> 65
      • Damage FalloffDistance start 180 -> 200
      • Replenish Rate 2.3 -> 2.1

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

 

Full Notes: https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-2042-update-notes-4-0

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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 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 Xbox Series X|S now have set map sizes for specific maps:
    • Discarded, Manifest, Orbital, Kaleidoscope will play the 128 layout version
    • Hourglass, Breakaway, Renewal will play the 64 player layout 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.

 

Full Notes: https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-2042-update-notes-4-1

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BATTLEFIELD 2042 UPDATE #1.0

 

Hey folks,

 

On Tuesday, June 7, Update 1.0.0 becomes available for play.

 

What’s new?

This Update includes hundreds of changes, bug fixes and Quality of Life improvements in preparation for the release of Season 1. Here are some of the highlights that you can expect in this Update:

 

  • Multiple improvements to soldier gameplay which will result in overall smoother animations and movement.
  • Weapons received updated netcode to improve bullet hit registration. We’ve also done a further balance pass which includes increased projectile speeds for DMR’s and LMG’s, and improved accuracy for Shotguns.
  • Multiple new XP events have been added, such as for killing an enemy who recently wounded or killed a squadmate, or when an enemy vehicle you recently damaged is destroyed by a teammate and the occupants are killed
  • The number of available in-world vehicles has been increased for Conquest which should make it easier to move across the map
  • Sundance’s Wingsuit has been adjusted to lower overall flight time, while making it easier to maneuver. To simplify their Specialty, the EMP Field Smart Explosive has been removed

 

We’re looking forward to getting these changes into your hands and we look forward to your feedback when you’ve been able to play and try them out.

 

When can I play?

On June 7 we’ll release Update 1.0.0 which includes all balance changes, fixes and Quality of Life improvements that are listed below.

Be sure to check out the full Season 1 reveal on June 7 at 8am PDT/ 5pm CEST

We’ll follow-up with a recap of Season 1 later in the week.

When is the next Update?

The next Update is currently scheduled for early July. It’s a smaller Update that brings further fixes and changes to the Battlefield. We’ll follow-up with full detail closer to its release. 

Stay Updated

To stay informed on the roll out of Update 1.0.0, 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

voip-art-patch-notes.jpg.adapt.1456w.jpg

 

 

 

Changelog

General

  • Voice Chat Channel is now greyed out in the Social Menu when Voice Chat is turned On, but you are unable to switch channels
  • Online IDs are now displayed in the rewards screen after End of Round when VoIP is enabled
  • Resolved instances where players could be Squad or Team switched outside of their Party
  • Quitting an ongoing match no longer automatically puts you back into the matchmaking queue
  • Resolved Mouse Raw Input Settings sometimes reverting
  • Resolved instances where switching to Fullscreen would cause the Borderless Window setting to not work on a second monitor
  • Added missing Voice indicators on Xbox Series X|S when unplugging/plugging in a headset to the controller
  • Closing the Pause menu no longer briefly shows the hangar lobby background
  • When disabling Social Communication options via Console, Text-to-speech and Speech-to-text options will now automatically be greyed out in-game
  • Resolved a flickering microphone indicator when clicking on the VoIP:Party button in the Social screen
  • Resolved instances where keyboard input was lost and the game window couldn't be focused after alt+tabbing out of game
  • Resolved instances where in-game QR codes could not be scanned due to resolution issues
  • Resolved instances where players couldn't be revived at the base of ziplines
  • Fixed an issue that caused Kill Cards to no longer display attachment names and icons after the first kill
  • Player nametags are no longer visible before the player models itself becomes visible to other players
  • Takedown kills now trigger an XP event
  • Claiming a control panel (ex. sliding doors) now triggers an XP event
  • Killing an enemy who recently wounded or killed a squadmate now triggers an XP event
  • Providing smoke cover in which teammates are healed or revived now triggers an XP event
  • Reviving, healing, repairing or resupplying a squadmate now provides more XP
  • Damaging an enemy vehicle now triggers an XP event
  • Providing smoke cover for squadmates who kill enemies or covering enemies who are killed now triggers an assist XP event
  • Getting a triple kill now triggers an XP event
  • When an enemy vehicle you recently damaged is destroyed by a teammate, and this kills occupants it will now trigger an assist XP event
  • Killing an enemy with a headshot now triggers an XP event
  • Always Traversal Sprint has been added as an option under the Controller tab
  • A Chat Log Visibility option has been added to allow setting the default visibility mode of the chat log (SHOW, WHEN ACTIVE or HIDE). This option is available under Display > Hud General

Battlefield Portal

  • Resolved instances where users could become stuck in an infinite sliding animation after exiting a moving Quad Bike
  • Fixed instances where the ESC button failed to bring up the Pause menu
  • Resolved instances of crashes when joining an in-progress match in Battlefield Portal
  • Fixed an issue on Valparaiso where vehicles could spawn underground in the lower US HQ
  • Fixed an issue on Caspian Border where the T-90 at Capture Point E1 would repeatedly respawn
  • Fixed an issue on Caspian Border where the player spawned Out of Bounds when deploying in a tank at the US HQ
  • Fixed an issue on El-Alamein and Arica Harbor where it wasn't possible to vault through certain windows
  • Resolved instances where AI-driven tanks were getting stuck on cover assets
  • We've fixed further locations across all Classic era maps where players could get stuck
  • We've fixed further instances of floating assets and misaligned rocks/cliffs across all Classic era maps
  • Fixed an issue that would cause vehicles to sometimes stutter on Arica Harbour while driving at high speeds

AI Soldiers

  • Made further balance changes to AI difficulty and behavior
  • Fixed an issue where AI Soldiers only targeted the Recon Drone using the Recoilless M5
  • Fixed an issue where AI Soldiers were shooting above the target when using the Recoilless M5
  • Fixed an issue where AI using Barrage Missiles weapons from a vehicle are too accurate versus air vehicles
  • Fixed an issue where AI teams were sometimes uneven in Solo/Coop
  • Fixed an issue where AI got stuck in helicopters. AI will now bail out of helicopters when the vehicle gets stuck
  • Fixed an issue where AI soldiers were crouching too frequently
  • Added new AI Helicopter behaviors, including helicopter strafe runs
  • It’s now possible to be in a squad with AI in Solo/Coop
  • Fixed a mismatch for AI between their bullet traces and hit positions in high-rate shooting

Gadgets

  • Pathing for thrown grenades has been improved
  • The EMP Grenade now affects the Insertion Beacon, SG-36 Sentry Gun and APS-36 Shootdown Sentinel
  • Fixed an issue with the Repair Tool where repair progress would disappear during repair
  • Resolved instances where the Med-Pen wasn't available for use
  • Resolved a bug where a weapon would fire while equipping an IBA Armor Plate
  • Resolved rare instances where Ammo Crates didn't provide ammo
  • Resolved the Prox Sensor floating after the vehicle it was thrown on moves away
  • The FXM-33 AA Missile's lock-on timer is now consistent between maps
  • Smoke Grenade effects can no longer be negated by opening the Collections menu
  • Using the The SOFLAM Designator now gives Assist XP after a designated vehicle has been destroyed by a friendly
  • The SOFLAM Designator lock-on now correctly disappear after the vehicle is destroyed
  • Resolved instances where spotting enemy soldiers with the SOFLAM Designator wasn’t always working as intended
  • Instances where C5 couldn't be detonated while in water will longer happen

Maps & Modes

  • We have reduced the total number of Air Attack vehicles that can be active at any time to 1 per team
    • This change applies to both Conquest and Breakthrough, and is not active in Battlefield Portal modes, nor on the Classic era or Breakaway maps
    • The MV-38 Condor and the Mi-240 Super Hind are also not impacted by this change
  • In Conquest we have increased the number of in-world vehicles you’ll encounter across all maps
  • We've made countless smaller improvements across all maps such as updating lighting, improving audio and visual effects, and removing glitches
  • Fixed an issue on Breakaway where planes clip through terrain while Out of Bounds
  • Fixed an issue where a whiteout effect followed by terrain textures appearing low resolution on Breakaway while playing Conquest with 128 players
  • Fixed an issue on Breakaway where you could stay on the radar dome due to extended collision after using the Grappling Hook
  • Fixed an issue on Discarded where you could fall under the map after deploying for the first time
  • Fixed an invisible wall near E3 capture point on Hourglass
  • Using the Grappling Hook inside an elevator on Hourglass should no longer kill the player
  • Fixed an issue where projectiles could pass through trucks on Kaleidoscope
  • Fixed and issue across all maps where the first deploy could cause you to spawn out of bounds
  • Fixed an issue which allowed players to re-enter the deployment Condor
  • Proning or jumping while on the A2 platform in Orbital will no longer glitch the player
  • Resolved instances on Renewal where players couldn't be revived if killed by an explosive in an elevator
  • Fixed an issue a Hazard Zone issue on Breakaway where it would be difficult to enter the helicopter for extraction
  • Fixed an issue where a Tuk Tuk was spawning on Discarded while playing Hazard Zone
  • Reduced the rate at which repeat Voice Over lines can occur during the last Sector in Breakthrough
  • Added a UI Widget for Breakthrough that informs defenders of being spotted when the last sector is lost
  • Hazard Zone Data Drives are now visible in the world by default. This removes the need to use the Data Drive Scanner

Soldier

  • We’ve improved netcode for bullets hit detection on moving soldiers as well as when changing states or stance. This includes more consistent hit detection against Sundance when they are flying with the wingsuit.
  • Resolved a broken traversal sprint animation after spamming the jump button
  • Performing a takedown on another player performing a takedown will no longer result in a broken animation
  • Resolved an issue that could cause loss of input after traversing a ladder while using crouch and sprint at the same time
  • Resolved instances of missing character hands while in first person after deploy
  • Resolved bugged character movements when a player is prone inside a moving elevator
  • Resolved camera spinning when being downed on a moving LATV
  • Resolved instances of incorrect damage when falling from high distances
  • It's now possible to jump off a ladder by crouching
  • Resolved glitchy movement in prone while in a crater which also prevented deploying gadgets
  • The Press Button animation no longer plays twice when pressed
  • Fixed an issue where movement penalty speed after jump landing didn't trigger
  • The left hand no longer twitches while in first person when going from prone ADS, to standing ADS
  • Resolved a broken hand animation after sprinting into a wall while holding a grenade
  • Resolved instances of the camera clipping with the ground while inside a tornado
  • Resolved a stuttering animation when transitioning from petting Ranger back to soldier
  • Resolved a broken grenade throwing animation while vaulting
  • Fixed instances where parachutes didn't deploy as intended
  • Switching to/from prone when having a grenade cooked no longer causes the grenade to be thrown
  • The throwing animation no longer loops when keeping the throw button pressed while in water
  • Resolved instances of being able to clip through objects after climbing a ladder
  • Resolved some instances where players were unable to ADS
  • Resolved choppy movements while crawling up slopes while downed
  • Resolved a misaligned camera when downed and looking at an attacking players
  • Resolved a misaligned camera after being revived
  • Resolved glitched ragdoll physics during death animations
  • Zipline travel is no longer interrupted by vehicles standing directly below it
  • Improved the melee bash animation and Added facial animation when performing a melee bash
  • You can no longer melee while throwing a grenade, which could cause visual glitching
  • Fixed an issue where a "No Ammo" visual message would appear while you still have ammo left
  • Players should no longer take explosion damage through walls
  • Resolved an issue where the player's camera could sometimes clip through the ground or objects while prone
  • Resolved an issue where players didn't get sent back to the deploy screen when getting killed when piloting a remotely controlled vehicle such as the EOD Bot
  • You will no longer sometimes get ejected from vehicles while driving through shallow water
  • You are now able to ADS directly after deploying a parachute
  • Being affected by a storm should no longer block ADS or Fire input
  • Dead or friendly soldiers will no longer sometimes block bullets
  • Sprinting to the side no longer causes a static first person while in third person it appears as no longer sprinting
  • It's now possible to crawl while prone under obstacles which have enough space, such as some vehicles
  • Optimizations have been made to enable showing higher quality animations on soldiers

Specialists

 

Angel

  • Resolved a bug where a stuck Loadout Crate would kill players passing underneath it
  • The Loadout Crate no longer floats while deployed in smoke
  • The Armor icon is no longer visible for the Supply Bag
  •  Armor is no longer mentioned in Angels Loadout Crate description

 

Boris

  • The SG-36 Sentry Gun now gets destroyed during the Rocket Launch or Explosion events on Orbital
  • The SG-36 Sentry Gun no longer hovers in the air when the object it was placed on is destroyed
  • The SG-36 Sentry Gun now gets destroyed when the Colossal Wall event triggers on Discarded
  • The SG-36 Sentry Gun preview no longer shows as green when placing it in an enemy controlled Sector in Breakthrough
  • Resolved some instances where the SG-36 Sentry Gun couldn't be deployed on smooth surfaces
  • The SG-36 Sentry Gun can no longer be deployed in elevators

 

Casper

  • Buttons on the OV-P Recon Drone now correctly display on the first deploy
  • The OV-P Recon Drone HUD no longer overlaps with the Objective HUD

 

Dozer

  • It's no longer possible to float mid-air while crouching while having the SOB-8 Ballistic Shield deployed
  • Resolved instances where Dozer's SOB-8 Ballistic Shield could block direct hits from tank shells

 

Falck

  • The S21 Syrette Pistol can now correctly heal players in prone position
  • The S21 Syrette Pistol can no longer incorrectly heal enemies while in a smoke screen
  • The "Plus" hit indicator for the S21 Syrette Pistol no longer shows while at full health
  • Resolved an issue where sometimes a friendly Falck player would be listed in the Kill Feed when healing a friendly just before they are killed

 

Irish

  • Deploying Irish's Gadgets no longer makes them inaccurately show as at 50% cooldown in the inventory
  • The DCS Deployable Cover can no longer block elevator doors

 

Mackay

  • You will no longer get stuck while grappling against the ship's elevators on Discarded
  • The Grappling Hook now has the correct animation when attached to a moving vehicle
  • Resolved an issue where players could get stuck when grappling thin floors from below
  • Resolved an issue that prevented the Grappling Hook from being used inside bushes
  • Resolved a broken animation when jumping in water and using the Grappling Hook just before landing

 

Rao

  • Rao's hands no longer flicker when using the Cyber Warfare Suite while prone

 

Sundance

  • The Smart Explosives cooldown no longer resets when switching between Explosives
  • Gliding and entering the MAV vehicle mid air no longer causes death when leaving the vehicle
  • Resolved instances of the Wingsuit showing visual twitching
  • Fixed an issue where Sundance did not take fall damage after hitting the ground from high altitudes
  • Sundance's EMP Field Smart Explosive has been removed to simplify their Speciality
  • The Wingsuit has been adjusted so it’s easier to maneuver, while reducing the overall flight time
    • Reduced initial velocity boost when deploying from low heights
    • Increased velocity when deploying from greater heights
    • Adjusted elevation gain when pulling up to prevent getting higher up than the original starting position
    • Adjusted pitch turn angles to make it easier to pull up easier when going at high speeds
    • The hitbox while Wingsuiting has been improved

UI/HUD

  • Gadget Hit and Kill markers are now properly present when damaging
  • Fixed a bug where soldier health visuals weren’t visible as a passenger in a vehicle
  • The nearby revivers widget now updates until the player is done being revived
  • The Nearby Medic Widget has been updated to improve accuracy
  • Resolved instances where Squad Made Icons didn't shrink after deploy
  • Control Points now display in the correct color in the Commorose
  • Resolved Location and Danger pings not showing in the World Log
  • Fixed an issue which would cause an extra space to appear next to weapon names within the Kill Feed

 

 

Vehicles

  • Fixed an issue that caused ping locations to be inaccurate when using the chase camera in aircraft
  • Fixed an issue that was causing excessive jitter when in cockpit view on jet planes
  • Repositioned the rearview camera alignment for aircraft
  • Fixed an issue where the camera would clip with aircraft while using ADS on the ground
  • Fixed an issue which prevented heavy ground vehicle weapon recoil from applying when firing low-impulse guns
  • Fixed an issue where the lock-on UI would sometimes not appear on enemy vehicles
  • Fixed an issue that was preventing players from entering the Polaris Sportsman from specific angles
  • Fixed an issue that was causing the cooldown on the vehicle deploy screen not display accurately
  • Made improvements to the landing of helicopters, who should not explode as easily when touching the ground at landing speeds
  • Fixed an issue that was causing the 3rd person ADS camera to break while piloting aircraft
  • Fixed an issue that would sometimes cause tank turrets and other parts to be invisible after exiting the vehicle.
  • Tanks would sometimes have the wrong equipment setup in some seats, this no longer happens
  • Fixed an issue causing strange helicopter behavior when flying in underground-type areas
  • On rare occasions vehicles would sometimes vanish from the collection screen. This has been fixed
  • The Crosshair dot for transport vehicles should now be visible
  • 40mm GL Projectiles should now be replenished while holding down fire
  • Fixed an issue where vehicle tooltips would not display on the first deployment
  • Exiting a vehicle that is in water should no longer sometimes cause players to fall through the map
  • Missiles from aircraft would sometimes loop around targets. They now head straight for them with unbridled rage
  • Fixed a tech hang that would sometimes occur when flying a helicopter upside down and exiting it moments before crashing
  • Fixed an issue which would sometimes cause the Plus Menu to not be openable while in a passenger seat of a vehicle
  • Fixed an issue where a weapon could be seen through the driver seat of the 4x4 Utility
  • Fixed an issue that caused vehicle weapons with near detonation such as the 60mm Flak Weapon Pod to detonate when getting close to certain gadgets
  • There was a unwanted muzzle explosion on Helicopter TOW Missile and Air-to-Ground Missiles that has been removed
  • Improved the visuals of the Polaris Sportsman suspension

 

AH-64GX Apache Warchief

  • Fixed an issue that would cause the AH-64GX Apache Warchief's missile pod to be invisible when landing and exiting the vehicle

 

EBAA Wildcat

  • The Lock-on crosshair no longer enters a broken state while switching between the primary and secondary weapons in the EBAA Wildcat
  • Found an extra gear in the engine of the EBAA Wildcat, giving it an easier time driving uphill
  • Fixed an issue where the EBAA Wildcat's 40mm Grenade Launcher would have misaligned projectiles

 

KA-520 Super Hokum

  • Fixed an issue where the Rocket pods remained on the 3D model of the KA-520 Super Hokum after equipping the 30mm cannon

 

LATV4 Recon

  • Fixed an issue where the LATV4 Recon turret does not move when another player is controlling it
  • Fixed an issue with the LATV4 Recon minigun which would sometimes lose its audio while spinning
  • Fixed an issue where you could continue to fire the LATV4 Recon minigun while in its overheat state during a lock-on
  • Fixed an issue which would cause soldiers to clip through the LATV4 Recon’s wheels. No more wheelies.
  • Fixed an issue which would cause the LATV4 Recon to question the laws of physics and lose gravitational force while exiting the vehicle when it's upside down
  • LATV4 Recon Mastery should now always correctly track T1 Mastery progress
  • Fixed an issue where ping would sometimes not work in driver seats for vehicles with driver weapons

 

LCAA Hovercraft

  • You can no longer swim through the LCAA hovercraft

 

MAV

  • The headlights on the MAV would sometimes flicker, causing a little disco disco time. We have resolved the MAV lights going disco disco.
  • The Dot crosshair is no longer visible for passengers in the MAV
  • You no longer have to repeatedly hit E to exit the MAV
  • Fixed an issue that caused explosives to not benefit from the rear weakspot damage modifier on the EBAA Wildcat, T28 and the MAV
  • On Hourglass, the MAV could sometimes get stuck in a hole within sector B on Breakthrough, resulting in players unable to exit. This hole should no longer cause claustrophobic panic
  • The MAV now appears with the correct categorisation within the world log
  • The destroyed hulk of the MAV no longer appears as friendly vehicle on the minimap
  • Fixed an issue that would sometimes prevent you from exiting the MAV while it's driving backwards

 

Mi-240 Super Hind

  • Attempting to exit the Mi-240 Super Hind as a passenger was sometimes problematic. This should now be a much smoother experience

 

MV38-Condor

  • Fixed an issue where tooltips would not always display while piloting the MV38-Condor

Weapons

  • Projectile speeds for all DMR's and LMG's has been increased
  • Shotgun Cone spread has been adjusted to improve consistency of hits
  • Improved pellet dispersion for Shotguns
  • All Underbarrel Attachments, excluding the AK-24 and SFAR-M GL, now have reduced reload times from 3.8 -> 3 seconds
  • Shotgun Ammo for the Masterkey Attachment can now be replenished via Ammo Crates as expected
  • Bolt Action Rifles now have identical Aim Assist as other weapons, this excludes Snap Settings
  • Tracer effects for Bolt Action rifles are now thicker to increase their visibility at long range
  • Fixed an issue where the crosshair would sometimes vanish upon revive
  • Fixed an issue where the crosshair would sometimes disappear when swapping sights
  • Fixed an issue where the reload and the ammo count resets while switching magazines in the Plus Menu
  • Aim Assist is no longer present for Sniper Rifles in hip fire
  • The Hold Breath breath mechanic for Bolt Action Rifles has its duration extended
  • Fixed broken animations that could occur after shooting and immediately running with a Sniper Rifle
  • Attachments in the Plus Menu no longer display a 0 in their icon when depleting the last magazine on that weapon
  • You can now reload during vaults that don't require both hands
  • Fixed an issue that could cause incorrect weapon movements while sprinting and reloading at the same time
  • Controller Trigger inputs are now more responsive when firing. This means you no longer need to fully release the trigger for a weapon to stop firing, or being able fire again.
  • Character hands should no longer clip through the M5A3 while using the ADS after the deploy animation
  • Underslung Shotgun and Grenade Launcher weapon sounds are no longer affected by other attachments on the primary weapons

 

AK-24

  • AK-24 Anti-Materiel Rounds now do correct damage at 20m
  • The Masterkey Underbarrel Attachment on the AK12 no longer incorrectly resets

 

M5A3

  • The projectile of the M5A3's 40mm Incendiary attachment is now correctly visible during the reload animation

 

NTW-50

  • NTW-50 High Power Rounds now cause intended damage
  • Added missing shell ejection effects for the NTW-50

 

PBX-45

  • Reload time for the PBX-45 has been decreased from 3.1 -> 2.3 seconds

 

PKP-BP

  • Removed the unintended Single Fire mode on the PKP-BP

 

PP-29

  • The PP-29 now displays the correct ammo count for Subsonic Rounds

 

SWS-10

  • Resolved visual issues on the SWS-10 when using the Farstrike skin

 

 

Weapon Attachments

  • The SFAR Warhawk Compensator now has the correct modifiers
  • Fixed a spelling error on the Type 4 Heavy Suppressor
  • Fixed an issue where the Laser Sight and Flashlight could sometimes end up in a broken state after entering vehicles
  • Fixed Type 4 Heavy Suppressor and PB Heavy Suppressor incorrect modifier values
  • Fixed an issue where the Ghost Hybrid 1.25-2.5X had the wrong zoom level within the Collection menu
  • Fixed an issue that would cause the Plus Menu to break when equipping the Masterkey attachment
  • Fixed an issue where the AC42 Iron Sights could be blurry
  • Champion Muzzle Brake is now attached properly to the PBX-45
  • Warhawk Compensator is now properly attached to the MP9 icon on the deploy screen
  • Underbarrel Attachments no longer affect weapon Deploy / Undeploy times
  • Fixed an issue where some weapons would display incorrect reloading animations
  • The bipod on the DSR-1 should now properly visually attach to surfaces
  • Fixed some weapons displaying wrong ammo counts for specific magazines
  • Weapon names now appear in the Kill Log and Kill Cards when eliminating players while using an Underbarrel Attachments
  • Resolved a bug where the melee takedown sound wouldn't play for the victim
  • Added unique impact sounds for melee Hatchets and Clubs
  • Performing a melee attack when switching to weapons/gadgets no longer incorrectly causes the weapon/gadgets art to display
  • Resolved a visual glitch when performing a takedown with the Survivalist's Edge

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.

 

 

Full Notes: https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-2042-update-notes-1-0

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SEASON 1: ZERO HOUR AVAILABLE NOW

 

Hey everyone,

We hope you are enjoying exploring every nook and cranny of Exposure, and trying out Lis’s G-84 TGM to take out your opponents from every conceivable angle. Thank you for playing Season 1, and sharing your thoughts on gameplay with us. It means a lot to the team, and we had a ton of fun watching and playing alongside you.

That brings us to Update #1.1.0 which is the first Update for Season 1. It will become available for play on Wednesday, July 6.

What’s new?

In this Update you’ll find new fixes, Quality of Life improvements and balance changes. Here are some highlights of what to expect:

  • New XP events for Pilot Kills, Disarming Mines and Repairs
  • Multiple vehicle balance changes such as a reduction in power for the MV38-Condor’s and Mi-240 Super Hind's 50mm Cannon
  • DMR rebalancing to increase their long-range combat value
  • Battlefield Portal receives new playspaces, vehicles, and Modifier and Rules Editor options to further empower the creation of your own modes

You’ll find the full list of changes for #Update 1.1.0 in the Changelog below.

When is the next Update?

The next Update is currently scheduled for release in August, and brings further fixes and changes to the Battlefield. We’ll follow-up with full detail closer to its release.

Stay Updated

To stay informed on the roll out of Update 1.1.0, 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.

bf-2042-teal-patch-notes-icon.jpg.adapt.crop16x9.1455w.jpg

 

Changelog

General

  • A new widget has been added to the Main Menu which shows how many friends are currently online. You'll now also see the number of online friends directly in the Social tab.
  • Resolved some instances where Controllers would not provide input when launching the game
  • You will no longer get stuck at the “party leader selects game” screen in the lobby when the party leader has already entered the next game. Friends stick together!
  • You'll no longer see Unassigned or Not Set text in menus when using an alternate controller scheme
  • A Party Leader icon has been added to the Social menu
  • Camera settings for Vehicle 3rd person Field of View now apply immediately without having to cycle through camera options again
  • Changing Squads while in a party now automatically sets your VoIP setting to Party
  • The Kill Log sometimes didn't show all kills made when “Show Kills Made” setting was to ALL. It now properly shows all kills.
  • Weapon Charms should now always be visible on weapons while scrolling through the menu
  • Bonus Missions now show the correct expiration time
  • End of Round visuals for Battle Pass rewards are no longer missing after playing a Portal match
  • The Zoom button now functions correctly when previewing Charms in the catalog
  • Zooming in/out has been made smoother while in preview menus
  • Fixed overlapping icons in Tags for players you've taken down
  • Completed Challenges that previously didn't give out their reward should now retroactively grant them
  • Further new XP events have been added:
    • New Pilot Kill Bonus Event - triggers alongside you snipe and kill the pilot of an air vehicle
    • New Disarming Mine Event - triggers when you disarm an enemy AT Mine using Interact
    • Repair Assist - triggers when someone in a vehicle you recently repaired kills an enemy with that vehicle
  • Reduced XP reward of Spot Assists to 10 XP
  • How Players of the Match are selected is now more consistent
  • Player Icons and Healthbars now update faster when their state changes
  • Made various changes to smooth out the overall camera experience
  • The Kill Card has received several improvements:
    • list of nearby or incoming receivers is now visible on the Kill Card alongside information about the killer
    • If there are no assists involved in a kill then assist will not show on the Killcard
    • There is now an animation for when the Killcard is showing on screen or when hiding or skipping it

Battlefield Portal

  • New game presets Air Superiority and Ground Superiority have been added to the Web Builder
    • You are able to adjust vehicle count in Air Superiority and Ground Superiority game modes
  • AI Soldiers are now better at climbing ladders across Classic era maps
  • Underbarrel attachments can now be resupplied as expected by Ammo Crates
  • Added Ranger to Restrictions tab
  • Teleportation action block now works inside HQs

Audio

  • New and unique character voices have been added for:
    • Battlefield 1942 British Engineer
    • Battlefield 1942 American Anti-Tank
    • Battlefield 1942 German Engineer (aka Günter)
  • Additional voice over lines have been added for Bad Company 2 and Battlefield 3 non-squad soldiers

Maps

  • Added 4 extra-small layouts for existing maps (Battle of the Bulge, El Alamein, Kaleidoscope and Manifest). These are suitable for creating new Vehicle TDM experiences, but they'll also work with Team Deathmatch and Free-for-All modes
  • Several fixes have been made across Classic era maps to resolve terrain, prop and collision issues

Modifiers

  • Added Passenger Seat Modifier: disabling passenger seats allows for a higher maximum number of vehicles.
  • Added the option to toggle passenger seats availability
  • Added Set Max Health Multiplier modifier for vehicles
  • Added InfiniteWeaponMagazines modifier
  • Added Projectile speed multiplier modifier for throwable items

Rules Editor

  • Added CompareVehicleName value block and VehicleName selection list block
  • Added GetVehicleState GetPosition value block for vehicles
  • Added GetVehicleState GetFacingDirection value block for vehicles
  • Added AllPlayersInsideVehicle array value block
  • Added GetVehicleState LinearVelocity value block
  • Added the option to enable and disable capture points in Air Superiority and Ground Superiority experiences
  • Added GetCapturePoint value block
  • Allow error reports to send additional payloads in Error Logs
  • Add new action block for sending custom error reports in Logic Editor

Vehicles

  • Bad Company 2
    • Replaced the UH-60 on the Russian team with the Mi-24 Hind
    • Replaced the BMP-2 on the Russian team with the BMD-3
  • Battlefield 3
    • Added the A-10 Warthog and SU-25TM Frogfoot as new vehicles

 

Gadgets

  • Resolved several clipping animations for melee weapons while vaulting over obstacles
  • Resolved several gadgets clipping through hands while vaulting
  • The EMP effect from thrown EMP Grenades will no longer affect players outside the visual radius

FXM-33 AA Missile

  • FXM-33 AA Missile UI will no longer remain on screen while switching to another weapon
  • Fixed an issue where no 'In Stealth' state is displayed while locking on to Helicopters with the FXM-33 AA

Repair Tool

  • The "Repairing" voice over no longer plays when attempting to repair destroyed vehicles
  • Using the Repair Tool no longer sometimes causes the camera to shake

Smoke Grenade Launcher

  • The Smoke Grenade Launcher's name is now properly displayed in the Kill Log and Kill Card

SOFLAM

  • The overlay on vehicles for the SOFLAM now has the accurate colors; grey when in progress and yellow when fully locked on

Spawn Beacon

  • The Spawn Beacon now takes 1 to 2 bullets to destroy instead of 4 to 7

C5

  • Shooting C5 with any weapon once will cause it to explode.

 

Hazard Zone

We’ve made several changes to reduce the reliance on the Data Drive Scanners within Hazard Zone. This should make it easier to understand the mode, and allows you more choice in which gadgets you want to deploy with.

  • Increased cost of the Data Drive Scanner from 0 to 200
  • Now only shows players carrying Data Drives when scanning
  • Data Drives are now globally shown in the world
  • IBA Armor Plates are now free and the default gadget

A new mechanic has been added to Hazard Zone, called Second Chance. This should make it more forgiving while you are first getting to know and start interacting with new squad mates.

  • If your squad wipes before the first extraction, then the whole squad is redeployed one time after 15 seconds, at a different location from where you first inserted
  • Redeploy and Second Chance now spawns players at 500m instead of 100m. Until the player is 100m above the ground, the parachute cannot be used

Several further changes have been added to faster to get into a Hazard Zone match

  • Map Overview has been removed
  • Reduced the amount of players needed to start the timer for starting the round, even if the server isn't full yet
  • Reduced the start timer from 2 -> 1 minute

Tactical Items

  • Quickdraw Holster has been removed
  • Throwable Increase I - Increased to +2 extra throwable, up from +1
  • Faster Healing I - Increased healing with 50%, up from 20%
  • Insider Information - Increased location reveal from 30s -> 60s before impact
  • Insider Information - Reduced rarity to Rare, down from Epic
  • Insider Information - Reduced costs from 400 -> 200 Credits
  • Biometric Scanning - Now spots enemies for 100% longer, up from 50%
  • Biometric Scanning - Increased rarity to Rare, up from Common
  • Biometric Scanning - Increased costs from 100 -> 200 Credits
  • Table Deal - Increased cost from 400 -> 600 Credits
  • Ammo Increase II - Increased to +3 additional magazines, up from +2
  • Ammo Increase II - Increased rarity to Epic, up from Rare
  • Ammo Increase II - Increased cost from 400 -> 600 Credits
  • Faster Healing II - Increased healing with 100%, up from 50%
  • Faster Healing II - Increased cost from 400 -> 600 Credits

Maps & Modes

  • Fixed several visual, collision, lighting and interaction related bugs across Current era maps
  • Resolved an issue on Discarded that could cause defending players to become stuck when spawning
  • Resolved instances on Discarded where EMP Grenades exploded without delay after being thrown
  • It no longer happens that the wrong voice overs would sometimes play when a match was in overtime

 

Breakthrough

  • Distinctive icons have been added for both Attackers and Defenders
  • Directional retreat indicators have been added for defenders. This helps you understand in which direction you need to retreat
  • Objective icons now show a Hold, Defend, Attack or Retake description to make it easier to understand where you need to go
  • Audio has been tweaked to increase the feeling of tension during a match
  • The transition from the match into the End of Round screen has been smoothened

Soldier

  • Soldiers will no longer sometimes clip through terrain when running up steep slopes
  • Gadgets and weapons will no longer sometimes clip through walls while vaulting
  • Ping locations are no longer inaccurate when in a vehicle seat as a passenger
  • Jumping will no longer sometimes be interrupted after sliding
  • Soldier hip rotation animations have been improved
  • You are now able to vault over some angled walls that prevented this previously
  • You are now able to move while Aiming Down Sights and being prone
  • Strafing no longer causes the camera to slightly move
  • Several improvements have been added to soldier movements animations:
    • Separated aiming from turning so 3P animations can now look around slightly before triggering a turn animation
    • Added leaning to 3P animations
    • Added new and improved idle animations
  • Fixed an issue where your 3P animation wouldn't always show that you were in traversal sprint
  • The revive animation for enemy soldiers has been polished
  • Animations for a soldier jumping and descending from an upside down plane have been improved
  • Changing to your primary weapon in mid melee attack now shows the correct melee animation
  • Fall damage should no longer be inconsistent
  • Animations while looking down during traversal sprint have been improved
  • Pinging an enemy Hovercraft no longer plays a voice over indicating it's empty and ready for use
  • Players should no longer slide away after a takedown
  • Resolved a broken animation while throwing an Ammo Crate or Medical Crate while vaulting
  • The death animation when redeploying has been removed
  • The Parachute / Wingsuit hint no longer remains on screen after either are deployed
  • You will no longer automatically enter a vehicle if you revive a teammate who was under it
  • You'll no longer get a takedown prompt when a takedown is currently being performed on you
  • It's now possible to interrupt the Initial Deploy animation while ADS
  • Moving sometimes caused specific weapons to have their animations broken, this has been fixed
  • When reviving a player there was a chance that the weapon attachments would get all spooky and become misplaced. We've cured their fear of the dead

Specialists

Angel

  • A blocked loadout message no longer appears in error when interacting with the Loadout Crate
  • It's now possible to remain crouched while interacting with Angels' Supply Crate.
  • Resolved a repeating animation when repeatedly selecting the Supply Bag
  • The 3P flash effect is now visible while being revived by Angel
  • Angel's Trait has been reworded to indicate he now only supplies ammo, instead of armor

Boris

  • Resolved several inconsistent placement areas for the SG-36 Sentry Gun on Exposure
  • The “Place Turret” hint no longer shows after the SG-36 Sentry Gun has already been deployed
  • The SG-36 Sentry Gun can no longer fire downwards at extreme angles
  • The SG-36 Sentry Gun can now fall through broken glass

Casper

  • It's no longer possible to deploy the OV-P Recon Drone in elevators which allows players to see through walls. This will now instead destroy the drone.
  • Increased the size of the OV-P Recon Drone by 1.75x
  • The OV-P Drone will now take two bullets to destroy to offset the size increase
  • The lights on the OV-P Recon Drone are now more visible over range and more intense
  • When inside of a vehicle the OV-P Recon Drone can now be heard more clearly as it approaches at distance - both in 1P & 3P view
  • The OV-P Recon Drone will traverse slower the more C5 that is attached to it.
  • 1 C5 = 40% slower traversal speed
  • 2 C5 = 55% slower traversal speed
  • 3 C5 = 75% slower traversal speed
  • The max range the OV-P Recon Drone can fly has been reduced from 300m to 200m
  • The max speed that the OV-P Recon Drone can traverse forwards has been reduced from 9m/s to 8.2m/s
  • The OV-P Recon Drone explosion will no longer cause the detonation of C5

Dozer

  • The correct Kill Card is now displayed while Dozer dies from heavy fire while having the SOB-8 Ballistic Shield deployed
  • The SOB-8 Ballistic Shield can now block missiles from the G-84 TGM

Falck

  • Using ADS with the S21 Syrette Pistol now shows the correct visual instead of a red lined pattern
  • Shooting allies with the S21 Syrette Pistol no longer sometimes triggers the friendly fire voice over

Lis

  • Being hit by EMP Field Grenades now causes you to exit the G-84 TGM TV screen
  • Fixed an issue that caused Lis' G-84 TGM missile to bounce off of certain bushes
  • Fixed an issue that caused Sundance's Anti Armor grenade to lock onto and chase Lis' G-84 TGM missile
  • Increased the delay for exiting the G-84 TGM’s screen to 1 second
  • It's no longer possible to damage friendly air vehicles with the G-84 TGM’s missile
  • The G-84 TGM missile will no longer bounce off vehicles

Rao

  • The Hack indicator should no longer freeze in place after starting a hack

Sundance

  • The Anti-Armor Smart Explosive UI no longer gets stuck in lock on when the grenade has already been deployed
  • The Kill Feed now properly indicates players killed by the Scatter Grenade
  • Lowered the number of grenades Sundance can carry at once to one
  • Decreased the cooldown of Sundance's explosive belt from 20s to 15s

Paik

  • Scrolling through weapons with a mouse wheel will no longer activate Paik's EMG-X Scanner

UI/HUD

  • The Commorose now shows shortened objective names so the text doesn't clip or overlap
  • The Nearby Players list now accurately reflects nearby teammates
  • Players dying due to friendly fire no longer show up as an enemy in the Kill Feed
  • The Need Spotting Commorose command no longer displays empty text in the game feed
  • Player name tags no longer change position while occluded by cover
  • You'll no longer see a hit indicator when shooting a dead enemy

 

Vehicles

  • Anti-Air and Anti-Tank lock on missiles will now acquire new targets without a delay. This should make switching targets significantly smoother
  • Anti-Tank missiles now also lock on to empty vehicles to prevent you from losing your target if the target vehicle is abandoned
  • Overall target acquisition for lock on missiles has been improved
  • The YG-99 would sometimes look a little banged up in the collection screens. We've buffed it out
  • Fixed Stealth bombing coordinates so they no longer show negative values
  • We have taught our autocorrect how to spell Suppressed within the Stealth Helicopter weaponry descriptions
  • While flying an aircraft, the yawing input now stops when the mouse is not moving.
  • Fixed an issue where a second TOW missile could be fired from vehicles while still controlling the first one
  • Fixed an issue where the minimap view cone would not follow the camera in driver/pilot freelook, gunner and passenger seats
  • Damage markers distance to center updated in vehicles to solve overlapping HUD
  • Driving over a street lamp no longer makes the camera go inside the vehicle. Vehicle love lamp
  • You should no longer see the landing gear on the SU-57 while it’s in flight
  • Dying while driving the Polaris Sportsman will no longer cause the camera to violently shake
  • Fixed an issue where Stealth Helicopter bombs would sometimes jitter as they fell
  • Bullet tracers would sometimes go in the wrong direction while firing from vehicle weapons. We've reset their internal compass and they now point in the right direction
  • Vehicle grenade crosshairs no longer display the wrong ammo
  • Fixed an issue where the critical health recovery audio cue triggers everytime you exit vehicle
  • Crashing an air vehicle into a friendly vehicle will no longer mark them as an enemy in the kill cam

F-35E Panther / SU-57 FELON - 25mm Cannon (internal)

  • Damage increased from 20 -> 30
  • Damage Fall Off start increased from 100 -> 250
  • Minimum dispersion has been removed
  • Maximum dispersion decreased from 1 -> 0.7
  • Dispersion increase per shot has been lowered

Airplane Air-to-Ground Missile

  • Missile Rate of Fire increased from 30 -> 90
  • Replenish delay increased from 8 -> 20s
  • Lock time increased from 1 -> 1.5s
  • Lock release time reduced from 1 -> 0.5s

Airplane Air-to-Air missile

  • Increased lock from 1 -> 1.5s

MD540 Nightbird - 70mm Anti-Personnel Rocket Pack:

  • Rate of Fire lowered to 250 -> 200
  • Replenish time increased from 1.8 -> 2.5

T28 / M1A5 - Kinetic Grenade Weapon Pod

  • Lower blast radius from 10 -> 7m
  • Lowered inner blast radius from 4 -> 3m

MAV

Autocannon has been adjusted to make it a close range anti-vehicle weapon with diminished power over longer distances:

  • Speed decreased from 980 -> 300
  • Rate of fire increased from 120 -> 140
  • Damage increased from 40 -> 65
  • Added damage fall off start distance at 25m
  • Added damage fall off end distance 150m
  • Added blast damage fall off curve
  • Blast damage increased from 10 -> 25
  • Blast radius from 1 ->3m

MV38-Condor and Mi-240 Super Hind - 50mm Cannon Pod

  • Now fires single shots
  • Rate of Fire reduced from 110 -> 40
  • Longer replenish delay to fit the new slower rate of fire

 

Weapons

  • AK24 no longer incorrectly shows it has a single rate of fire
  • Fixed an issue where AK-24 attachments would not lower the recoil of the weapon as intended
  • Fixed an issue where AC-42 magazines were displaying an incorrect rate of fire
  • Fixed MCS-880 Flechettes doing unintended high damage at longer ranges
  • Fixed an issue where some weapons wouldn't play reload sounds while using an underbarrel attachments
  • Fixed an issue where the SWS-10 Extended mag has a negative rate of fire within the collection screen
  • Updated DDM4 magazines so bullets are not shown through scopes
  • Fixed an issue where the time to live on the Incendiary grenade underbarrel was too short
  • Fixed an issue where attachments were not available when opening the Plus Menu
  • Fixed an issue which would cause the bipod to deploy itself changing scopes
  • Laser sights would stop working while in 1P when a player would switch equipment or enter in a vehicle. This no longer happens
  • Exiting a vehicle with the DXR-1 no longer triggers the bipod deploy animation
  • M44 Revolver damage increased up to 75m
  • Fixed an issue that caused aim assist to not work for vehicle passengers in open seats
  • Fixed an issue where swapping attachments caused some underbarrel attachments to become activated incorrectly
  • Fixed an issue that made it possible to fire faster than intended with some bolt action rifles by swapping attachments

We've updated DMR's to make them more valuable in long-range combat as we currently felt they were underperforming. The first improvement we made here is to increase Bullet Speed, which means less lead time when firing at your target.

  • BSV-M: 700 -> 790
  • SVK: 860 -> 960
  • VCAR: 600 -> 700
  • DM7: 740 -> 800

We also noticed that headshots weren’t rewarding enough for extended combat engagements. To address this we've tweaked their Headshot Damage Multiplier at long-range:

  • BSV-M / DM7: 1.9x -> 2.2x
  • SVK 1.5x -> 1.6 x
  • VCAR: 1.8x -> 2x

No changes have been made to DMR performance in short to medium range combat, and they’ll feel as you are used to when fighting against Assault Rifles and SMG's. We're looking forward to your feedback on these changes once you've been able to test them.


 

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.

 

Full Notes: https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-2042-update-notes-1-1

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