Battlefield 1 Update Notes 12/13/16

by 19NLX78
Reply

Original Post

They Shall Not Pass update info.

Community Manager

Welcome to the first of four themed digital expansion packs for Battlefield 1. With "They Shall Not Pass" we are introducing one of the most notable forces of World War 1: The French in their ferocious defense of their country. It will bring a diverse gameplay experience with close quarter infantry skirmishes underground alongside large scale vehicular warfare amongst rolling hills in the French countryside.

 

The expansion pack and update contains:

  • 4 new maps with big contrasts
  • 2 new immersive Operations
  • The French Army
  • 1 New elite class - The Trench Raider
  • 1 new Assault Tank
  • 1 new Behemoth - The super-sized tank “Char 2C”
  • 6 new unlockable Primary weapons
  • 4 new melee weapons
  • 1 new game mode - Frontlines
  • A new type of skins in Battlepacks
  • New melee puzzles in Battlepacks
  • Play as party improvements – Party Leader

Note: The Battlefield 1 They Shall Not Pass update is a required download for all Battlefield 1 players. This has several benefits, including that players who don’t yet own the expansion will be able to watch Battlefield 1 They Shall Not Pass matches through Spectator Mode.

 

 

NEW MAPS

VERDUN HEIGHTS

Enter an intense infantry-only map capturing the action of the opening barrage of the Battle of Verdun which created massive forest fires with players having to fight for domination. It is an uphill battle towards the massive fortresses of Verdun. The artillery never stops, prepare to enter hell!

 
 

NEW MAPS

FORT DE VAUX

This is an intense infantry-only map capturing the action outside and inside of Fort de Vaux. This was the first big engagement inside a fort during World War 1 and takes place in the dark underworld of Fort de Vaux. There is a maze of dark galleries and wet stone corridors where French and German soldiers fight ferociously with grenades, guns, bayonets and flamethrowers.

 
 

NEW MAPS

SOISSONS

Here you will see players take part in one of the biggest tank assaults of World War 1 with the French 10th army moving to take back Soissons using their powerful St. Chamond tanks. It takes place in the early hours of a hot summer day with planes, tanks and infantry clashing in the beautiful French countryside. Only the thunderstorm is louder than the war.

 
 

NEW MAPS

RUPTURE

This map sees a maze of dead tank wrecks providing a fertile ground for ambushes. This leads to a dire need from the French army to capture key bridges across the Aisne river and in to battlefields where poppies grow over rusty wrecks from previous tank battles. As the sun sets over Fontenoy, the battle wakes up.

 
 

NEW OPERATIONS

DEVIL'S ANVIL

Engage in this infantry focused Operation taking place on Verdun Heights and Fort De Vaux. Fight your way up the fiery inferno and progress down underground to secure the victory. Make sure you let the Trench Raider lead the way and strike fear in your opponent’s hearts as he gets up close and personal with his raider club.

 
 

NEW OPERATIONS

BEYOND THE MARNE

Start your engines. In Beyond the Marne players will engage in vehicular warfare across the Soissons and Rupture maps. Use the size of these maps to take control over the battlefield and wreak havoc on your opponents with the new Char 2C super-sized tank Behemoth as the sound of its menacing engines approaches the battle.

 
 

THE FRENCH ARMY

Hardened and fearless, the French Army joins the fight in Battlefield 1 They Shall Not Pass. Don the faction’s characteristic blue uniform, and participate in the brutal defense of your homeland. The French Army has the classic Battlefield classes of Assault, Support, Medic and Scout. In addition to the Tanker, Pilot and Cavalry Vehicle Kits and the Sentry, Tank Hunter and Flame Trooper Elite Classes. There is also the new Trench Raider Elite Class.

 
 

THE TRENCH RAIDER

Like our other Elite Classes, the Trench Raider, is a pick-up kit available being introduced in Battlefield 1 They Shall Not Pass. It is inspired by the heavily armored French Grenadiers with its body armor providing increased resistance to incoming damage. The Trench Raider Elite Class has melee as a primary weapon, several types of grenades and a sidearm for non-close combat engagement.

 
 

THE ASSAULT TANK - ST CHAMMOND

The brand new St Chammond tank introduces a new class of tanks into the land vehicle mix – the Assault Tank. It is a fast, long & low profile tank featuring multiple machinegun positions in addition to the powerful 75mm main gun. This new tank comes with 3 new packages: Field Assault, Gas Assault & Standoff Assault. Each package introduces a brand new feature to vehicle gameplay. First, the Field Assault package introduces the Pigeon Carrier Artillery. Echoing BF1’s campaign, the driver can release a pigeon that will call friendly artillery to your position. A dangerous move that can be used to your advantage in desperate situations. The Gas Assault package is equipped with a unique delayed fuse high explosive shell in addition to both close- and long-range gas abilities.  Finally, the Standoff Assault package introduces the Spotting Searchlight that will spot ranged targets for its crew and friendly forces nearby. The Searchlight will also temporarily blind nearby enemy soldiers.

 
 

THE BEHEMOTH - CHAR 2C

Spawn into the Char 2C tank and control an epic new behemoth. This super-heavy beast may turn the tide of the entire battle. This powerful behemoth is an extreme threat to enemy vehicles, as it will destroy any armored vehicle in 2 or 3 hits! As an infantry you are somewhat safer unless you are in range of its 3 machinegun positions or the powerful rear-mounted auto cannon. Agility is one thing this behemoth lacks and clever enemies will stay in its blind spots. The front and the rear cannons have limited traverse; however, their operator have unique viewports through a rotating metal slit canopy that give them a very clear view of the battlefield.

 
 

NEW WEAPONS

All the new weapons in They Shall Not Pass can be acquired via the new Weapon Assignments, 12 in total. An Assignment consists of one or two tasks that can be done independently. The tasks usually highlight a team play action (such as reviving) and a weapon that has not been highlighted enough in the past (such as the slug shotgun for example).

Ribeyrolles SMG

RSC 1917 Single Action Rifle

  • Factory
  • Optical

Chauchat LMG

  • Low Weight
  • Telescopic

Lebel Model 1886 Bolt Action Rifle

  • Infantry
  • Sniper

Sjögren Inertial Shotgun

Cogwheel Club Melee Weapon

Nail Knife Melee Weapon

Trench Fleur Melee Weapon

Mle 1903 Extended Tanker Carbine

 
 

NEW MELEE WEAPONS

  • Cogwheel Club
  • Nail Knife
  • Trench Fleur

The Assignments for these are intentionally more difficult as the new weapons awarded are variants of existing melee weapons that provide the same functionality. Melee weapon connoisseurs will appreciate the challenge and the change to wield something unique on the battlefield.

In addition, the Trench Raider Elite Class will have its own unique Raider Club primary melee weapon.

 
 

NEW GAME MODE - FRONTLINES

This is a 32 player mode that is a tug-of-war with the front line moving in both directions. We see it as having a fluid transition from classic Battlefield modes, Conquest into Rush, and vice versa.

Both teams fight for one flag at a time and when this objective is captured the action moves on to the next. Capture the enemy’s HQ control point and the game turns into a Rush-style section where telegraph posts need to be attacked or defended.

 
 

NEW BATTLEPACK FEATURES

We are introducing a new French themed style of weapon skins for the new weapons. It comes in the same rarity as the weapon skins for the standard weapons; Special, Distinguished and Legendary. We are also adding 3 new melee weapon puzzles:

 

SABER

BILLHOOK

KUKRI

 
 

PARTY LEADER FEATURE

Every party will now have a party leader, usually the party creator, identified by a star. The party leader is in charge of joining a multiplayer game for the party. All other party members will be notified when the party leader has found a game. A normal party member can still join a multiplayer session but other party members will not get notified for it.

 

 

 

WEAPONS AND GADGETS

As part of an ongoing effort to address excessive use of explosive gadgets and grenades, we changed the way grenades resupply for this release. The goal for these changes is to reduce the amount of grenades available while getting constantly resupplied, as it is common in choke points, without making resupplies unnecessarily long in other gameplay.

Similar to some gadgets, all grenades slowly resupply when out of ammo. This resupply is greatly sped up when near an ammo crate.

The resupply timers are as follows:

  • Frag: 36 seconds
  • Light AT: 36 seconds
  • Impact: 36 seconds
  • Incendiary: 36 seconds
  • Gas: 27 seconds
  • Mini: 24 seconds
  • Smoke: 18 seconds
  • Resupplies are 3 times as fast near ammo crates
  • Reduced Smoke, Gas and Mini Grenade ammo from 2 to 1
  • Ammo pouches currently no longer resupply grenades

These changes are subject to tweaking in future releases. We are looking to expanding this system to more gadgets in the future.

 

MG 08/15:

  • Decreased horizontal recoil from 0.7 to 0.3
  • Full accuracy is reached one shot earlier
  • Fixed bad reload timers on M1911 Extended:
  • Tactical reload time increased from 1.4 to 1.6 s
  • Empty reload time increased from 2.3 to 2.6 s
  • Reload threshold reduced from 1.1 to 0.78
  • Fixed staged reload timers
  • Fixed an issue where the MG 08/15 would overheat much faster on PS4 and XB1 than on PC and set the new overheat threshold to 67 bullets
  • PS4: Fixed an issue where the MG 08/15 was overheating too fast and set the new overheat threshold to 67 bullets
  • Xbox One: Fixed an issue where the MG 08/15 was overheating too fast and set the new overheat threshold to 67 bullets
 

M1903 EXPERIMENTAL:

  • Reduced rate of fire from 450 to 360
  • Increased close range damage, allowing it to kill a healthy soldier with 4 hits within 16 meters
  • Self-Loading Rifles and Pieper M1893:
  • Made recoil decrease smoother
  • Most recoil values were tweaked, but are not comparable to previous releases
  • Updated the way the CONTROL value is calculated to better represent the amount of recoil that players have to compensate for
  • Self-Loading Rifles
  • Fixed an issue where spread would reset too quickly after firing
  • Reduced base spread increase per shot of self-loading rifles from 0.25 to 0.2
  • Decreased base spread decrease per second from 3.75 to 3
  • Decreased the spread increase per shot bonus in ADS that Marksman, Sniper and Optical versions get to maintain the old effective spread increase per shot values of 0.125
  • Added a small bonus to spread decrease per second for Marksman, Sniper and Optical versions
  • Reduced the number of magazines carried by the M97 Trench Gun by 1
 

LMGS

  • Increased moving hip fire dispersion by 0.25 degrees
  • Fixed incorrect CONTROL values for Low Weight LMGs
 

MADSEN MG

  • Reduced first shot recoil multiplier from 1.9 to 1.8
  • Reduced horizontal recoil from 0.6 to 0.55
 

MP18

  • Reduced vertical recoil from 0.38 to 0.35
  • Reduced Experimental third shot recoil multiplier from 1.8 to 1.5
  • Doubled Experimental spread decrease per second in ADS
 

AUTOMATICO M1918:

  • Reduced vertical recoil from 0.44 to 0.40
  • Increased horizontal recoil from 0.8 to 1.2
  • Increased Trench and Storm first shot recoil multiplier from 2.65 to 2.8
  • Decreased Factory first shot recoil multiplier from 2.65 to 2.33
  • Increased Factory recoil decrease from 12 to 16
  • Increased Frommer Stop Auto horizontal recoil from 1.0 to 1.2
 

HELLRIEGEL 1915:

  • Increased 1915 horizontal recoil from 0.8 to 0.95
  • Overheating now cancels ADS
  • Increased moving hip fire dispersion by 0.25 degrees
 

GRENADES:

  • Increased Impact grenade minimum time before explosion from 0.7 to 1.0 seconds
  • Increased Incendiary grenade minimum time before explosion from 0.67 to 1.3 seconds
  • Increased Mini Grenade damage from 65 to 72
  • Decreased inner blast radius Light AT Grenades from 2.0 to 1.5
  • Decreased inner blast radius Assault AT Grenades to 1.5 from 2.0
  • Reduced Tripwire INC ammo from 2 to 1 to better account for its high damage and AOE
 

CROSSBOW:

  • The crossbow launcher now regenerates all its ammo even when not reloaded
  • Increased auto replenish time from 15 to 25 seconds
  • K bullets now resupply in 2 s rather than 5
  • Reduced suppression by friendly gas and prevented coughing at low levels of gas suppression
 

GAME IMPROVEMENTS

VEHICLES

AA CANNONS:

  • Removed blast and impact impulse to prevent them from pushing and rotating planes
  • Reduced impact damage to planes by 50% for fighters and attack planes and by 40% for bombers
  • Fixed an issue where players could get the crosshairs back after pressing E while zooming in a vehicle in Hardcore
  • The bomber will no longer destroy certain structures when crashing in to them
  • Fixed an issue with certain vehicle gunner seats where the ADS stopped working once the weapon has been overheated.
  • Fixed an issue where the UI did not update correctly when using certain gunner seats in the Heavy Tank
  • Fixed an issue where the Armored Car turret accuracy was off, it’s now aligned with the cross hair
 

A7V

  • Reduced A7V flamethrower range from 44 to 24 meters to better match the VFX
  • Reduced A7V flamethrower speed inheritance and velocity and increased time to live for more predictable behavior
 

GAME IMPROVEMENTS

USER INTERFACE

EMBLEM REPORTING

In addition to the End of Round scoreboard, reporting emblems is now possible to do from the in-game scoreboard as well.

 

NOTIFICATIONS

The previous mid screen popup notification system has been replaced with a new notification system showing notifications in the upper left corner of the screen instead. This improvement has also solved a number of popup related issues.

 

UI IMPROVEMENTS

Rental servers:

  • Added Behemoths and Full Magazine settings for use with Custom games
  • Improved the kick reason when banning players
  • Improved the Kick and Ban flows from the in-game admin

Improved error message when losing network connectivity under certain conditions

Rank icon for Hero Class is now displayed on the Weapons & Gadgets screen

Server browser limit of how many servers to show has been increased

Medals that are not taken are now shown as dimmed

Time in Vehicles is now rounded to full minutes for vehicle stats

Adjusted position of carousel arrow buttons on home to be less on top of the cards

Class Rank progression is now shown on End of Round screen

Speed-ups and streamlining of Battlepacks opening sequence

PC: Various mouse UI focus improvements

 

UI BUG FIXES

  • Fixed bug where the title could hang if losing network connectivity while matchmaking into an Operation
  • Navigating Battlepacks on Loading screen after entering a second time
  • Issue with navigating BF4 assignments from BF1
  • Rare occurrence where a number would be shown instead of game server name in the server browser
  • Utilizing $ in server filters now works correctly
  • Rare crash when watching video in the UI for many hours
  • Favorite star can now be seen when the favorite server is selected in the server browser
  • Fixed hang issue when loosing connectivity on "Get Battlepacks" screen
  • Battlepacks shortcut now updates correctly on home screen
  • Removed incorrect progress bars from vehicle stats
  • Disabled order part of commo rose in Team Death Match
  • Fixed text alignment EOR Map voting in the Arabic version of the game
  • Fixed text alignment in the Customize Soldier screen in the Arabic version of the game
  • Fixed several typos present in various Codex descriptions
  • Fixed an issue that caused the player list in the deploy screen not to be selectable as intended
  • Soldier inventory now properly displays on HUD when option is set to always show.
  • Fixed an issue where the Squad XP boost percentage number is shown out of place in the Arabic version of the game
  • Minor text changes to Achievements
  • Fixed an issue where the "Party Join" notification would still be active after the notice would disappear
  • Sidearm skins are now visible in the kill card
  • Fixed an issue where there was overlapping Arabic text on the Medals screen
  • The Grenade Crossbow now has a correct Codex image
  • Players are now rewarded with corresponding Dog Tag for obtaining Service Stars with the Crossbow Launcher
  • PC: The skip button for the Battlepacks unboxing sequence no longer appears twice when using a gamepad
  • PC: Shoulder button indicators no longer appears and disappears when using a gamepad
  • PS4: Fixed bug occurring if purchasing PS Plus while being invited to play
 

GAME IMPROVEMENTS

GENERAL IMPROVEMENTS

RSP

  • Whole Magazine Reload. This setting will discard all remaining bullets in a clip when reloading.
  • The Flare Gun is no longer available when choosing "Melee" only in the server configuration

Reduced the intensity of the fog on Giant's Shadow

Fixed visual issue for the Medic's syringe when used in certain indoor areas

Fixed an issue where the "Corporal" trophy would not unlock when reaching the unlock criteria

Ribbons now correctly award 500XP each

Fixed an issue where the player would not get idle-kicked from the server when being idle

Fixed an issue where the "War Bonds" trophy would not unlock when reaching the unlock criteria

Fixed an issue where new installation of the game and its system files would fail due to missing files.

Fixed an issue where the weapon firing animation becomes erratic when looking up or down.

Fixed an issue where the wrong thumbnail image was being shown in the Map Vote screen for Ballroom Blitz

Fixed an issue where it would rain inside of certain indoor areas on the Giant's Shadow map

Fixed an issue where the Heavy Tank exhaust pipes would not emit smoke when used operated

Fixed an issue where the Torpedo Boat would not leave wreckage after being destroyed

Fixed some clipping issues on the Giants Shadow map

Fixed an issue where players sometimes would be quick matched into a server in the wrong region

Medical Crates no longer explode when destroyed

Fixed an issue where the weapon audio was muffled when spectating a player in first person

Fixed an issue where the gas grenade VFX would not disappear if a soldier is killed by the gas

Fixed an issue where a corrupted flag animation would be visible at the end of round sometimes

Fixed an issue where a flag would appear to be floating in mid-air on Giant's Shadow's C objective.

Fixed an issue where players would get stuck in a weird state if getting killed immediately following a revive

Fixed an issue where players could see through the smoke clouds caused by smoke grenades while playing on low settings

Fixed an issue where the screen would sometimes go dark suddenly after a bayonet charge

You can now melee takedown opponents who are using stationary weapons/gadgets

Players entering vehicles with Gas Mask equipped can now use the zoom in the vehicle gunner seats

Improved messaging for spectators between battalions in Operations.

Fixed an audio syncing issue with the Selbstladler 1906 when in the reload animation

Added camera movement when firing and reload sound for vehicle mounted T-gewehr

Added camera movement when firing for Vehicle HMG

Removed Camera movement when driving on the MarkV

Adjusted fire damage volumes across the level and reduced fire damage at B-Flag on Amiens

 

Source: https://www.battlefield.com/en-gb/news/update-notes/bf1-they-shall-not-pass-update

David.png
Stay and Play.png
Message 3 of 3 (1,975 Views)

Battlefield 1 Update Notes 12/13/16

Hero (Retired)

Welcome to the Battlefield 1 December Update. We’re excited to share with you all the changes that we are bringing to the table, headlined by the new map Giant’s Shadow. We’re also bringing a ton of important balance changes and fixes, as well as an exciting new Custom Game setting with Standard Issue Rifles that we can’t wait to try out together with the community. Finally, we’re happy to announce that our new Spectator Mode is available in this update, and we are all really excited to see what the community will do with it.

So sit back, grab a hot beverage, and enjoy reading about all the changes in detail below or here. Changes include all platforms unless specifically noted.
See you on the Battlefield!

Alexander “Striterax” Hassoon
Erik “TheHelgon” Ortman
Alan ”Demize99” Kertz
Steve “whitewalrus” Lin
Randy “SonicFrequency” Stanton

Introducing Giant’s Shadow*
With a massive crashed airship casting its shadow onto the battlefield, Giant’s Shadow brings fierce combat on the open ground and river banks alongside the Cateau-Wassigny railway.
Fight in the shadow of a crashed giant
The Battle of the Selle, 1918. Cold autumn. British forces have broken through the Hindenburg line and are heading towards a strategic railway center. The outcome is uncertain. An armored train can still turn the tide.
*Available December 13, 2016 for pre-order and Premium Pass customers. Giant’s Shadow will drop for all Battlefield 1 players on December 20, 2016 as a free map pack. BATTLEFIELD 1 ON APPLICABLE PLATFORM (SOLD SEPARATELY) AND ALL GAME UPDATES, INTERNET CONNECTION, EA ACCOUNT, AND (FOR CONSOLE PLAYERS) AN XBOX LIVE GOLD OR PLAYSTATION PLUS ACCOUNT REQUIRED FOR GIANT’S SHADOW. Retail preorder customers will need to enter their code on the PlayStation®Store/Xbox Store/Origin Store to download the Giant’s Map content starting on December 13, 2016. Early access ends December 20, 2016.

Spectator Mode
With great pleasure, we would like to introduce everyone to the new Spectator mode. In Spectator, players will be able to join a live BF1 match as an observer. From there, observers can switch between first-person and third-person camera views of all the players on the battlefield through our Player View mode, get an overhead bird’s eye view of the battlefield in Table Top mode, or fly a camera through the world using Free Cam mode.
Our goal was to improve Spectator from previous versions of Battlefield. We gathered feedback from the community and focused much of our efforts on improving the usability and flow moving from player-to-player and switching between the different view modes (Table Top, Player View, and Free Cam). Another key design emphasis for us was to make Spectator a viable tool for the community to create content which includes a moveable third-person camera, depth of field, and camera filters.

New Custom Game setting – Standard Issue Rifles
A new Custom Game option has been added: Standard Issue Rifles. In SIR all kits are granted access to their faction’s standard issue rifle. For example, the British are granted the SMLE MKIII. These rifles are not equipped with optics, and are intended to provide players with gameplay inspired by the WW1 trenches. As a Custom Game option, this can be enabled or disabled with other weapon types to create a variety of experiences. SIR is not available as part of the base game experience. We feel that the ability to equip SIR in vanilla would negatively impact the combat roles of the classes. As a clear WW1 fantasy, we hope that SIR scratches an itch for our broad and diverse player base.

 

Soldier

Movement
We’ve made several fixes and tweaks to the controls and input handling for the soldier experience. Most of these are bug fixes that should generally ensure a higher response level for players. This includes fixing the inability to sprint out of crouch and prone in certain situations and fixing issues with toggle zoom. While we are confident we have improved the situation, we are eager to hear the community’s feedback to see if there are any outstanding or new issues that can be discovered.

Aim Assist
An update has also been made to the controller Aim Assist system in BF1. We now require the player to be actively giving aim input in order to get aim assistance. It was possible in some previous cases to get help on a target when simply strafing past them, which was unintentional. We’ve also exposed additional control options on console, including the ability to tweak the central dead zone. Please note that setting the dead zone too small may introduce unintentional aim movement. We have not made any adjustments to the snap-to-target feature of our Aim Assist. While we are aware there are players who are actively petitioning for the reduction or removal of Aim Assist, we feel that this would be to the detriment of the global player community. As this is an area of high passions, we expect additional feedback on our Aim Assist systems to surface, and we are open to that feedback. We are especially interested in appealing to those players who wish to play without assists, and are sensitive to their needs.

 

Vehicles

Vehicle Deployment
This update includes some new additional logic to address the problem of spawning as a Tanker, Pilot, or Cavalry soldier without your mount. We have also made some fixes that should prevent the player from getting the incorrect kit when spawning into a vehicle, for example spawning as a Cavalry soldier when spawning into a Tank. In some extreme cases, the player may be blocked from spawning if a vehicle cannot be spawned. This can happen due to positioning of other soldiers and vehicles in the world, and should be rare. Previously the player would be spawned without the vehicle; in the new case, the spawn flow will be aborted and the player given a “spawn not available” message.

Landship
Looking at the way the game is played, the Landship is underrepresented in gameplay. We wanted to enhance the role of the tank as a teamplay vehicle, as well as give additional incentives for tank drivers to pick up and play the Landship. The biggest change here is the ability to allow teammates to spawn into the Landship directly, like they do the Heavy Tank today. This will help keep the Landship full of teammates, in a way that makes it a far more effective vehicle. We've also applied buffs to the driver abilities and the armor of the Landship, making it as armored as the Heavy Tank. The shape of the Landship still makes it easier to knock out treads and weapons compared to the Heavy Tank.

Air Vehicles
Several adjustments have been made to the combat experience for Air Vehicles. We’ve removed an exploit that allowed instant killing of airplanes with the Ranken Darts; these are intended as ground attack weapons, not air to air weapons. Fighter airplanes now have slightly higher damage to their MGs overall and Bombers take more damage from MGs specifically. Rockets have also received a velocity boost to make their usage more consistent. Combined with some additional reductions in overheat, this should make Fighters more viable in the air to air role without having to resort to exploits or lucky rocket hits. We’ve also reduced the damage of rear gunners in airplanes, in order to prevent players from easily switching to the rear gun and killing pursuers. This tactic is, of course, still viable, but now is more difficult to perform, making it a skill move. The damage reduction should not be extreme enough to significantly decrease the intended teamplay benefit of having a full airplane.

Line of Sight
We’ve added a “Head Glitching” style fix to vehicles that prevents players from shooting over objects that block the weapon’s line of sight. This is most noticeable in 3P, and is intended to fix players being able to fire their tank at targets while remaining entirely behind cover. It is our intent to provide a balanced 1P and 3P vehicle experience, and this fix goes a long way towards ensuring 3P does not become the dominant play style.

Detailed Vehicle Changes

  • TankGewehr now does increased damage, from 120-150 to 160-180. Change is on both the Landship and Tank Hunter. Damage against planes is virtually unchanged
  • Landship mortars have had their range increased slightly
  • The Mortar Pattern of the Landship now has 5 seats, adding two additional side LMG seats to the package
  • The Squad Support Pattern of the Landship now features a front firing 20mm cannon like the Light Tank Flanker Pattern, instead of an LMG
  • The Landship now takes the same damage as the Heavy Tank
  • Decreased amount of health restored by emergency repairs on the Heavy Tank from 30% to 20%
  • Increased the amount of health restored by track repairs on the Landship from 15% to 20%
  • Decreased amount of health restored by emergency repairs on the Landship from 30% to 25%
  • Decreased damage of Case shells against planes by 50%
  • Reduced stationary AA range from 400 m to 334 m
  • Fixed inconsistent damage of plane rockets against other planes
  • Reduced plane rocket impact damage from 120 to 100
  • Increased plane rocket initial speed and reduced time to live
  • Reduced Ranken Dart damage against planes
  • Made bombers take 20% more damage from bullets
  • Increased Dogfighter and Trench Fighter MG damage by 4% and slowed down the overheat
  • Increased Bomber Killer MG damage by 3%
  • Decreased Airship Killer MG damage by 18%
  • Decrease plane tail gunner damage by 23% (far) to 42% (close) and sped up damage drop-off slightly
  • Reduced boat torpedo range to approximately 400 m, matching the behemoth AA range

Weapons

Shotguns
Shotgun balance has been addressed in this update, with the primary goal of evening out the advantages and disadvantages of each type of shotgun. We noticed that some shotguns were unintentionally strong at certain distances, most obvious with the Model 10-A Hunter and Factory, which could kill a full health target at long range (for a shotgun). Players were naturally preferring these shotguns over others. To prevent this, we reduced the range for the buckshot variants of the M97 Trench Gun, Model 10-A and Sawed Off Shotgun, reducing the maximum one-hit kill distance. To make the M97 Trench gun more attractive we added an extra pellet to all variants and slightly improved the damage drop-off for the Sweeper variant. The Backbored shotgun variants had their range improved, as previously you took too big of a hit for the improved recoil. We increased the accuracy of the 12g Automatic to allow users to make use of its high rate of fire more effectively. Tweaked crosshairs will make it easier to land your damage consistently for all shotguns.

LMGs
Adjustments were made to have LMG performance much more consistent at close and medium range. We tweaked how much inaccuracy you get when you start firing an LMG while aimed. Previously, Optical configurations had a significant advantage over the rest unless a bipod was used. Now the accuracy of the second shot is the same for all variants of one LMG and just slightly above the level previously held by the Optical setups. Using a bipod will still give you a significant boost to your accuracy while firing. Additionally, we added a small bonus to horizontal recoil while aimed with Optical variants, improved reload timers to better match the animations, and made the Lewis Gun overheat slower.

Bayonets
Players may now bayonet charge while reloading or when out of ammo with their weapon. The reload will be aborted if the player still has rounds in the magazine. If the weapon is empty, the reload will restart automatically at the end of the charge.

Detailed Weapon Changes

  • Reduced reload time for the Lewis MG from 3 to 2.85 s and 4.5 to 4.2 s for fast and slow reload to better match the animations
  • Slowed down Lewis MG overheat from 35 to 50 bullets
  • Increased Madsen MG fast reload from 2.45 to 2.65 s to better match the animations
  • Reduced tactical fast time for the BAR from 2.9 to 2.8 s to better match the animations
  • Increased MG15 reload time from 4.3 to 4.45 s to better match the animations
  • Corrected an error where LMGs and rifles zoomed in too fast when used with iron sights and 2.00x magnification
  • Increased the throwing velocity of the Light AT Grenade to the same value as used by the Frag Grenade
  • Improved accuracy and recoil of M1903 Experimental
  • Made revolvers and the Howdah Pistol recover faster from dispersion
  • Flares no longer set the player on fire immediately after firing them while looking down
  • Reduced the damage of mortar shells when hitting an object immediately after firing
  • Fixed Martini-Henry dealing too much damage to most body parts. It is now affected by a 0.9 multiplier to the lower torso and upper arms and a 0.75 multiplier to the legs and forearms, like the other rifles with sweet-spot mechanics
  • Martini-Henry now resupplies 5 bullets at a time
  • Reduced No.3 revolver reload time from 2.666 s to 2.3 s
  • Increased No.3 rate of fire from 150 rpm to 164 rpm
  • Reduced Repetierpistole M1912 aimed stationary dispersion from 0.4 to 0.3
  • Reduced Repetierpistole M1912 horizontal recoil from 0.8 to 0.5
  • Increased Hellriegel first shot recoil multiplier from 1.8 to 2.0
  • Increased Hellriegel horizontal recoil from 0.76 to 0.8
  • Reduced MP18 first shot recoil multiplier from 2.1 to 1.8
  • Improved shotgun crosshair size and scaling
  • Sawed-Off shotgun now resupplies 4 rounds at a time
  • Reduced 12g Automatic dispersion increase per shot from 0.3 to 0.15
  • Fix for dispersion of Model 10-A Hunter decreasing too quickly
  • Fix for dispersion of Model 10-A Factory decreasing too slowly
  • Moved up damage drop-off from M97 Trench Gun Hunter, Model 10-A Factory and Hunter by 1
  • Reduced 12g Automatic post reload delay from 0.5 to 0.3
  • Improved hip fire of M1903 Experimental
  • Changed SMGs and LMGs to use damage curves
  • Huot, Lewis, M1909 and BAR minimum damage increased from 21 to 23
  • LMG damage drop-off happens at farther distances
  • Reduced effect of suppression on LMG vertical recoil
  • Changed LMG base ADS dispersion increase per shot from -0.12 to -0.085 so they are slightly more accurate on the first shots
  • Reduced Lewis horizontal recoil from 0.36 to 0.34
  • Reduced Huot horizontal recoil from 0.32 to 0.16
  • Reduced M1909 horizontal recoil from 0.3 to 0.24
  • Changed post reload delays on Gewehr 98 from 0.4 to 0.8 to better match animations
  • Changed post reload delays on SMLE from 0.8 to 0.6333 to better match animations
  • Changed post reload delays on M1903 from 0.8 to 0.7 to better match animations

Gadgets

Mortars
We’ve reduced some of the inaccuracy added by the last update. Mortars will be more accurate when placed, and slightly more accurate during sustained fire. The damage amounts remain unchanged. We felt that it had become too difficult to hit even large targets like tanks, and the inaccuracy in combination with the damage adjustments to the airburst mortar reduced mortar effectiveness more than intended. In addition, in Hardcore players will now get the Large Map for aiming indirect fire weapons. Spotted players will not show on the map unless Minimap Spotting is enabled in Custom Games.

Syringe
We’ve added a short cool down between syringe uses and added the ability to ignore the cooldown if near an ammo crate. Together a Medic and a Support can team up to quickly revive a large amount of soldiers. The cool down is minor, and is intended to only prevent the near instant revive of several soldiers in a very short time. Reviving a single soldier is unaffected. We feel this is a good balance to prevent “revive trains” from a single Medic, while not reducing the usefulness of revive, with a bonus of additional teamplay.

Ammo & Medical Crates
Medic and Support players should find it much more reliable and useful to deploy their Large Ammo and Medical crates. We’ve added additional healing and resupply power to those crates, so they serve more teammates before being depleted and being destroyed. Additionally, we’ve added a feature that will deploy the crates at the player’s feet if the space immediately in front is blocked by an object or slope. This should drastically reduce, but not entirely eliminate, the situation where a crate fails to deploy. It is still possible for the player to occupy a space where the crate cannot be deployed, for example a very tight corner or a steep slope.

Explosive Icons
We’ve updated the in-world icons for explosives to properly reflect their team, and to fully scale over distance so they don’t unnecessarily dominate the field of view, especially at close range. We’ve also identified an issue whereby it can be difficult to determine if a nearby grenade is in front or behind the player. This update does not include a fix for the issue, but we hope to address it in the future. Finally, we’ve implemented proper scaling on the large crates for both medic and support players, so their icons are not as obstructive at longer ranges.

 

Hardcore
Thanks to the Community for their feedback on Hardcore mode, we’ve introduced some additional changes in this Custom Game. A large map is now available, as in the base game. In Hardcore the map is will not show the position of objectives, players, etc. We intend for players in Hardcore to only have UI interfaces for things a real soldier could reliably know, for example: how many grenades he has left, but not how many bullets are left in his magazine. For this reason, we have decided to continue down the path without having kill confirmations or a kill log in Hardcore. However, we have added Team Kill confirmations as a nod to the need of accessibility and player learning. In BF1 we changed Hardcore from the reduced health of BF4 to increased bullet damage, in order to retain balanced explosion damage. In this update we’ve adjusted the damage amount in Hardcore from 200% to 125% damage. While on paper this looks like a huge change, 125% damage will still create far more lethal up close damage, for all kits, but will prevent bolt action rifles from being one hit kill at all ranges vs all body types. Other weapons will retain their intended ranges, while still being far more lethal than the base game. These changes help us steer Hardcore down the path of feeling like a faster, meaner, more realistic base game

 

Stability & Performance
Stability and performance is always critical to us, and in this patch we’ve done a number of improvements to ensure a solid gameplay experience. Below are some of the major changes.

  • Fixed an issue that caused a hang when pressing J/K/L on console keyboard
  • Added a new Framerate Limiter option that limits the maximum framerate the game will run at to a specific amount. Limiting your framerate to a lower number can help improve performance if you are experiencing high CPU usage
  • CPU optimization to improve high framerate operation on high end video cards where there is no VRAM pressure
  • Fixed an issue where the game would sometimes crash when loading levels
  • Fixed an issue where the game would sometimes crash when dying in a vehicle
  • Fixed a server crash related to trip wires
  • Fixed an issue where outdated game clients could still connect to EA servers without receiving an error
  • PC: Forced v-sync to on during loading movies on PC to prevent screen tearing and stutters
  • PC: Fixed some issues that could lead to GPU hang on DX11
  • PC: Fixed ghosting issues
  • PC: Borderless full screen now works as intended
  • PC: Fixed an issue with full screen causing other windows to be resized and/or moved around
  • Xbox One: Fixed a rare VOIP related crash
  • Console: Tweaked dynamic resolution min cap scaling to improve GPU performance over loss of resolution

General
Below you’ll find the list of general fixes not included in the things we’ve already covered above.

Gameplay

  • Monte Grappa, Suez, Ballroom Blitz & Argonne Forest - Made tweaks to certain areas of the map where attackers had a very difficult time capturing specific sectors
  • Fixed an issue where players could get team kills when killing an enemy who has joined on a friend in your team
  • Netcode improvements to apply pose changes faster. Before it was only applied when standing and going from stand to crouch. Now it is applied for all pose transitions and while walking as well
  • Wrecked Airship parts left behind by a destroyed airship should no longer occasionally kill soldiers
  • Fixed rubber banding issues and non-smooth movement of airplanes in MP
  • Slightly adjusted the matchmaking ruleset for Operations to reduce the chance of entering an Operation that is about to end
  • Re-worked how the behemoth enters the map in Operations game mode. The Behemoth will no longer appear if a team is in a significant lead. This affects both attackers and defenders in Operations
  • Defenders will no longer get a behemoth on a new level if attackers are on their last battalion
  • Reduced attacker behemoths to prevent them from getting one on each retry on second and third maps
  • Increased score difference between teams needed for behemoth to appear
  • Fixed camera jitter during deploy transition to airborne vehicles
  • Binoculars in Single Player are now working if click-to-zoom option is selected. In multiplayer if click-to-zoom is selected, the zoom clicks are not lost anymore if happening during weapon switch or reload transitions
  • Added kick of player if spawning with restricted weapons to prevent usage of weapons not allowed in Custom Games
  • Split the click/hold-to-zoom weapon option into separate ones for vehicles and soldiers
  • Fixed an issue where the player was not being awarded score for capturing a conquest point after exiting and reentering the capture area
  • Reduced mortar dispersion increase per shot from 3 to 2.75
  • Prevented the possibility to spawn with the wrong class when switching class at the time of deploy
  • Fixed an issue where grenades didn't rotate correctly or at all when thrown from the player
  • Fixed an issue with camera transitions when dying
  • Fixed an issue with horse twitching from explosives
  • Fixed an issue where trying to place a limpet charge on a door resulted in a crooked, floating charge instead
  • Fixed an issue where prone aiming constraints were not properly applied after respawn
  • Fixed an issue where players sometimes became invisible when exiting certain vehicles
  • Fixed an issue where soldiers would get stuck on top of vehicles
  • Fixed an issue where captured flags could be stretched by shooting them with shell projectiles
  • Fixed 3p stuttering of Behemoth when viewed from the ground
  • Fixed an issue with the placed collision on the tunnel ceiling on Monte Grappa
  • Fixed an issue where the rifle on cavalry would appear with the sabre animation
  • Fixed an issue where destroying turrets on behemoths with explosives would sometimes disable the wrong turrets
  • Fixed an issue which caused part destruction on airships to not work as intended
  • Fixed an issue where Elite Classes in vehicles or stationary turrets took the same amount of damage as normal soldiers
  • For players using the click-to-zoom option, sprint is now properly interrupted on zoom and re-engaged on un-zoom
  • Fortress turret wrecks now stay forever, or until a new turret respawns to prevent issues with vehicle and soldier collision
  • Minor adjustments to Ballroom Blitz battlement gate damage behavior
  • Destruction tuning to avoid floating lamps
  • Adjusted Sinai desert rock bridge debris damage and health for consistency
  • Fixed object on Ballroom Blitz that improperly caused collision damage to tanks
  • Fixed strange looking enter animation on QF1 AA Stationary Weapon
  • Added more spawn variations to the C flag in Conquest on Empire's Edge
  • Soldiers can no longer enter the tower on Ballroom Blitz after it has been destroyed
  • Grenade throws will no longer be canceled by pressing Zoom while holding the grenade button. Instead they can be canceled with Reload
  • Fixed flare projectiles penetrating aircraft
  • Flare projectile now breaks glass
  • Soldiers can no longer switch to rifle grenades when they are out of ammo. The C96 Carbine now automatically switches to secondary when out of ammo
  • Fixed the beam reticle for the Cei-Rigotti showing the cross reticle instead
  • Corrected occlusion and collision issues on Ballroom Blitz
  • Resized the Ring Reticle for improved shooting experience
  • The mortar can no longer be deployed on bushes
  • Fixed an issue where sometimes matchmaking from recommendation did not show the loading screen
  • Fixed an issue where players would sometimes be taken to an earlier check point when rebooting the console while playing the campaign


UI

  • Improved overall UI performance and stability
  • Fixed an issue of Medics not seeing 3D revive/minimap death icons of team mates who died behind them until they look at the body
  • Hardcore now shows team kills in the score log
  • Made it simpler to report offensive emblems by adding reporting functionality in the EoR scoreboard
  • Improved latency in End of Round when scrolling through the scoreboard
  • Fixed an issue where vehicle crosshairs would disappear in Hardcore when using the Armored Train or Dreadnaught
  • Gadgets now take priority if pressing dpad up and dpad left or right at the same time
  • Fixed an issue with the Operation Outcome screen that caused it to display the wrong information about the result of the Operation
  • Crosshair visibility can now be adjusted in the gameplay options
  • Fixed an exploit where a player could steal Squad Leader status from an active squad leader
  • Fixed an issue with the number of service stars always showing as zero in the customize screen
  • a gas mask in stationary weapons and other vehicle seats where it was previously hardcoded
  • Fixed an issue where customization submenus would automatically close while selecting equipment
  • Fixed an issue with the current soldier not displaying in the squad screen in Team Deathmatch
  • Squads with players in a party now stay unlocked if there are only two players in the party
  • Prevent squads having too many players when running map rotations with mixed game modes
  • Joystick now works without setting the controller layout to Custom
  • Fixed an issue causing delays in game chat
  • Fixed an issue where hints would get stuck on the screen
  • Skins unlocked from Battlepacks now properly indicate they are for all patterns of a specific weapon
  • Fixed an issue where friendly mortars would sometimes appear as deploy points
  • Player can now select squad spawn points with the dpad
  • Fixed an issue where a tech hang was caused by joining an Operation's session while in progressive installation
  • Fixed an issue where no error messages were displayed when accepting a Multiplayer invite during progressive installation while playing
    Singleplayer.
  • Fixed an issue where joining a multiplayer game invite resulted in a black background
  • Fixed an issue where no queue information was provided after accepting an invite to a full server, while on another server with the option menu open
  • Fixed an issue where the round bonus score bar in EoR personal tab was counting up and then disappearing
  • Fixed an issue where spamming the options button in EoR lead to a technical hang in the next round
  • Fixed an issue with Model 10-A Slug that was tracked as Artillery kills in the EOR screen
  • Fixed an issue where the EoR countdown stopped when quickly navigating through tabs
  • Fixed an issue where a tech-hang was caused after selecting the shovel and bayonet in Weapons and gadgets
  • PC: Added server info in the "..." menu
  • PC: Pressing "ESC" while in customize now properly takes you back to the deploy screen
  • PC: Exposed Gas Mask key bind in vehicle section. This allows you to rebind the button to put on
  • PS4: Fixed an issue where User Created Media Restricted users were able to see server names created by other users
  • Xbox One: Fixed an issue where the LB/RB buttons had no functionality in the news menu


Audio

  • Fixed so that master and music volume fades nicely to the saved settings when starting the game
  • Fixed an issue with in-world sound heard briefly when going into the Deploy Screen

 

 

Message 1 of 3 (2,461 Views)

Winter Update patch notes Feb 14th

Community Manager

Hi all, there was a big update recently, you can find the notes for it here: https://www.battlefield.com/news/update-notes

 

You can find details of all the new additions and balance changes on this page


Thanks. 

David.png
Stay and Play.png
Message 2 of 3 (2,085 Views)