Battlefield V News

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BillBailey
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Re: Battlefield V News

Post by BillBailey » Wed Sep 04, 2019 2:17 pm

4.4 patch notes.

What’s New?
Two New Maps – Lofoten Islands and Provence (Available on Squad Conquest and Team Deathmatch)
2 New Weapons deploying across the next 2 weeks of Tides of War (Panzerbusche 39 and the Breda M1935 PG)
Max Career Rank increase to 500

Stability
General stability improvements and crash fixes
Resolved a performance issue that could occur when breaking enemies armor on Firestorm and cause Stuttering

Maps and Modes
Lofoten Islands – Available in Team Deathmatch and Squad Conquest
Provence – Available in Team Deathmatch and Squad Conquest
Marita – Fixed a window where players would get stuck when vaulting through it
Marita – Improvements to spawn points
Mercury – Now Available on Squad Conquest
Mercury – Fixed an issue that was changing the behavior of Smoke grenades on this map.

Weapons
We’ve performed a balanced pass across the damage of our Sniper Rifles, and the Recoil applied to our SMGs. Relative to the SMG’s specifically, we’ve switched out some of the Specialisations on Weapons which we believe would benefit from an alternative option. In these cases, you should find that your SMG’s may require a repec so double check your loadouts before deploying!

Balance Changes
Improved hipfire accuracy while jumping for sidearms, SMGs, pistol carbines, bolt action carbines and assault rifles.
Improved hipfire accuracy while moving when using the Enhanced Grips specialization.
Increased vertical recoil of all MMGs by 150% on the first shot, decreasing to the current value starting from the fifth shot. We have further changes coming to MMGs in our next update.
Adjusted bullet penetration effectiveness of Bolt Action Sniper Rifles and Self Loading Rifles through materials
Adjusted AT Rifle Damage through materials
Increased melee damage of light melee weapons such as knives to 35 from 27
Lee-Enfield No.4 Mk I, Ross Rifle Mk III
Increased maximum damage to 65 from 60
Increased minimum damage to 60 from 55
Gewehr M95/30
Increased minimum damage to 66 from 60
Kar98k
Increased minimum damage to 66 from 60
Krag-Jorgensen
Increased maximum damage to 60 from 54
Increased minimum damage to 60 from 54
EMP
Reduced initial vertical recoil to 0.52 from 0.55
Reduced maximum vertical recoil to 0.6 from 0.73
Reduced horizontal recoil to 0.31 from 0.35
Reduced recoil pattern
MAB38
Reduced initial vertical recoil to 0.5 from 0.55
Reduced maximum vertical recoil to 0.59 from 0.73
Reduced horizontal recoil to 0.267 from 0.3 with the Ported Barrel specialization
Reduced recoil pattern
Fixed horizontal recoil in hipfire being slightly too high
MP28
Reduced maximum vertical recoil to 0.68 from 0.7
Reduced horizontal recoil to 0.66 from 0.75 and to 0.55 from 0.6 with the Ported Barrel specialization
Reduced recoil pattern
MP34
Replaced the Recoil Buffer specialization with Enhanced Grips
Increased initial vertical recoil to 0.5 from 0.48
Reduced maximum vertical recoil to 0.5 from 0.63
Reduced horizontal recoil to 0.32 from 0.4 and to 0.17 from 0.2 with the Ported Barrel specialization
Reduced recoil pattern slightly
MP40
Increased initial vertical recoil to 0.48 from 0.42
Reduced maximum vertical recoil to 0.57 from 0.63
M1928A1
Reduced horizontal recoil to 0.77 from 0.9
Replaced the Ported Barrel specialization with Custom Stock
Reduced recoil pattern slightly
Suomi
Reduced vertical recoil to 0.72 from 0.76
Reduced horizontal recoil to 0.8 from 0.93
Replaced the Ported Barrel specialization with Custom Stock
Reduced recoil pattern slightly
ZK383
Reduced initial vertical recoil to 0.4 from 0.42
Reduced maximum vertical recoil to 0.46 from 0.5
Reduced recoil pattern when using the Light Bolt specialization

General Weapon and Gadget Changes
Players can now throw back their own grenades
Tweaked and improved the visual effects for hand grenade explosions
AP Mine no longer unspawn after death
AP mines can no longer be placed on barb wire
Increased the volume the “Ping” sound effect on AP mines, to give players a better chance at taking cover once they have been triggered.
AT Mines are now behaving correctly and applying damage consistent with prior updates
Adjusted the deploy time of the AT Pistol to better match the animation.
The PIAT and Panzerfaust now properly show its reload animation after many consecutive reloads
Corrected the Kukri range for Combat Medics
Corrected the MAB 38 Mastery VI completion requirements
Fixed an issue with the S2-200 Mastery IV and Proficiency VI assignments. These will now track kills beyond 50 meters correctly
Fixed an issue entering Aim Down Sights when resupplying and using an Ammo or Medical Pouch
Fixed an issue that allowed high latency players to place another AP Mine very close to another AP mine they recently placed.
Fixed an issue where AT Grenade Pistol did not deal enough damage to buildings
Fixed an issue where AT Rifle APCR rounds would destroy entire building parts when only intended to deal extra damage against vehicles.
Fixed the scope glint on the Boys AT Rifle with the medium range scope
Fixed an issue that would cause projectiles that are not set to have ricochet properties to ricochet anyway at certain angles, which could cause less than intended damage.
Fixed an issue where the ammo counter of the FlareGun was not visible.
Fixed an issue where the crosshair would be locking the enemy’s head when performing a melee quick attack for a duration longer than the melee attack itself.
Fixed an issue that could cause the M30 Drilling to not have a visible barrel, if the weapon was picked up from the ground
Fixed a rare bug that would make it not possible for a player to use reinforcements if they had been killed, and then revived while having a reinforcement selected from the reinforcement wheel
Fixed the “Blued” muzzle not having the correct color on the EMP
Fixed an issue that would cause some gold weapon pieces to not look like gold in-game

Soldier
The Parachute can now be opened a bit earlier when falling, this allows the players at full health to use the parachute for most lethal falls
Players can now glide slightly more with the parachute, direction and aiming slightly affects parachute direction and descent speed in regular Multiplayer (Firestorm Parachuting will not be affected by this change)
Increased the height at which lethal fall damage will occur when free falling and parachuting.
Changed and improved the uniforms worn by Pilots and Tankers
Improved the audibility of nearby soldier spawns making it easier to identify when a new player has deployed on the Battlefield
Improved the ragdoll behavior for soldiers that get killed while entering a vehicle
Improved how Ilse holds weapons on the Company Screen to reduce clipping.
Fixed an issue where soldier hitboxes could be desynced when entering a revive
Fixed an issue where soldier hitboxes could be desynced when vaulting
Fixed a “pop” that would occur in the animation when players would vault climb up on objects
Fixed an issue where players could die when colliding with a health or ammo crate due to high velocity
Fixed an issue where players could die when colliding with another player while initiating a revive or a vault
Fixed an issue where melee takedowns would not be allowed when the victim is either slightly too low or slightly too high
Fixed a rare bug that could occur in Firestorm when soldiers would prone and spam the melee button, which could result in the melee animation getting stuck.
Fixed an issue where the crosshair would be locking the enemy’s head when performing a melee quick attack for a duration longer than the melee attack itself
Fixed an issue that sometimes caused for low quality Soldier Models to be present in the Airplane when deploying in Airborne mode on Grand Operations​

Vehicles
The Sturmtigers Flare Launcher and Smoke Launchers can now be re-supplied
The Sturmtigers projectile trails no longer incorrectly linger on the map
The Crocodile tank now aims at the same speed in all directions
The Universal Carrier front gunner no longer has clipping issues when using it’s zoom
The Universal Carrier now correctly shows the 4th position on the seat diagram
Fixed a minor issue with the Universal Carriers Front seat gun which would be incorrectly turned if a player switches seats
Fixed the spotting Scope specialization on the T38
Fixed a bug that would in some cases cause top gunners to not take any damage from Infantry
Fixed a bug that could cause the Valentine Archer’s sights to become graphically corrupt

PC Specific Improvements
Improved the Commo Rose input while using a mouse which should make it easier to use
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BillBailey
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Re: Battlefield V News

Post by BillBailey » Mon Sep 09, 2019 4:13 am


Skip to 9:00 for news about private servers.
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OldWarDog
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Re: Battlefield V News

Post by OldWarDog » Mon Sep 09, 2019 8:09 pm

What would be the point in having private servers without the kick / ban function? You have a private server that you want to run on a particular night for your community only, and some twat joins, who you want rid of, how else exactly would you get rid of them without kick / ban? If they're opening up the possibility of having private servers again, the owners need to be able to control who is in them.

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BillBailey
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Re: Battlefield V News

Post by BillBailey » Wed Sep 11, 2019 9:40 pm

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OldWarDog
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Re: Battlefield V News

Post by OldWarDog » Thu Sep 12, 2019 10:58 am

I wonder will the new maps work on conquest? Still waiting for Al Sundan to be fixed

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BillBailey
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Re: Battlefield V News

Post by BillBailey » Mon Sep 16, 2019 1:27 pm

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0v3rz34l0u5
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Re: Battlefield V News

Post by 0v3rz34l0u5 » Mon Sep 16, 2019 8:08 pm

When does Wake Island land?
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BillBailey
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Re: Battlefield V News

Post by BillBailey » Wed Sep 25, 2019 12:57 pm

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DIRTY HARRY
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Re: Battlefield V News

Post by DIRTY HARRY » Wed Sep 25, 2019 4:09 pm

Nice video, fingers crossed everything goes to plan.
When the pin is pulled, Mr. Grenade is not your friend.

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BillBailey
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Re: Battlefield V News

Post by BillBailey » Wed Oct 02, 2019 8:36 am

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