July 2019 - last edited October 2019
Hey everyone,
This will be dedicate topic for all news and patches for Battlefield V Chapter 4 - Defying the Odds.
Trailer for chapter 4:
Link to the road map here:
Patch notes link here:
What do you like with the latest patch and what would like to be better?
/Atic
June 2019 - last edited July 2019 by EA_Atic
Hello, Battlefield™ V* players, and welcome to the June update!
This is a larger update that adds content for Tides of War and the Armory, as well as several quality-of-life improvements and bug fixes. The most noteworthy of our issue fixes are those addressing performance when firing or getting fired at, which in some cases could cause frame spikes. We’re bringing tweaks to weapons, vehicles, and soldier behavior, too.
The full notes are listed below. You can also jump into the notes on the Battlefield™ Forums and Reddit to join the discussion and keep the feedback coming.
VEHICLE FIXES
WEAPON, GADGET, AND SPECIALIZATION FIXES
Medical and Ammo Crates
AP Mines
PIAT
Rifle Grenade Launcher
AT Grenade Pistol
Other Weapon Fixes
TEAM DEATHMATCH FIXES
After looking at Team Deathmatch, we’ve made the decision to change the layouts on a few maps. The goal is to increase intensity and give players a more consistent experience by reducing the size of combat areas and focusing on specific map locations.
We’re very interested to hear your feedback on these changes and whether you prefer the new or old layouts.
Aerodrome
The first map we wanted to change in Team Deathmatch was Aerodrome. The old layout had interesting areas, but it was a bit unfocused and often ended up with players running back and forth, not finding fights. The new layout revolves more closely around the hangar.
Devastation
Devastation had the biggest Team Deathmatch layout. We’ve decided to reduce it as we want Devastation to embrace its close-quarter flavor. The new layout takes place in the run-down sections at the mall. This should mean fast-paced infantry mayhem!
Fjell 652
With the new layout of this map, we center around the village. The old design saw much of the fighting happening in the open, between points of interest. With this new approach, the fights should become more interesting and fast-paced.
Narvik
This vista had a good Team Deathmatch design, but it was slightly too big and made some of the spawns frustrating. We have removed the southern part of this layout to create a more intense experience.
FRONTLINES FIXES
For this patch, we’ve also looked at Frontlines. It’s one of our more tactical medium-scale modes, bringing very interesting and dynamic rounds as teams shift between attacking and defending. Many of you have voiced concerns and feedback about the mode (you know who you are), which has been very helpful.
We’ve gone over the mode and identified these areas that we wanted to improve with this patch:
Let’s go over them in detail.
Round Length
Previously, the Frontlines game mode timer was paused during shifts between objectives. We’ve determined that the massive variance of average round timer (and how much you can trust the HUD’s timer) isn’t worth it, and the pause function has been removed. This was originally added to make sure the round wouldn’t end during a transition.
Objective “Ping-Pong”
Some maps have had quite large distances between flags. Combined with a relatively short capture timer, this has created scenarios where an advancing team isn’t able to get to the next objective before it’s been captured by the defenders. We’ve tried to reduce this by adjusting some layouts, by improving the accessibility, and by increasing and normalizing capture times. The latter used to vary a lot depending on how many flags the map had, but that has been toned down.
Capture times have changed like this:
Accessibility
Frontlines has had some problems with understandability. A lot of that is related to knowing where you should be at any given time – and that in turn is related to the “locked objective” mechanic. When a flag is captured in Frontlines, the next flag in order appears with a lock timer over it, and when it expires, the flag is activated. This mechanic is, however, unique to Frontlines and can be hard to understand for newbies.
With this update, we’re changing the mechanic. When one flag is captured, the next is immediately activated and visible, and the lock icon appears next to it instead. You can go to the flag as usual, but you cannot start capturing it before the lock has disappeared. Hopefully that will lead to new players advancing on the next objective even if they do not yet fully understand the rules of Frontlines.
Vehicle Spawning
On larger maps, spawning in a tank meant you set yourself up for a potentially very long drive. We’ve now added movable tank spawn positions, which means that you should spawn closer to where the infantry spawns.
UI, HUD, OPTIONS, ASSIGNMENTS, AND OTHER FIXES
STABILITY FIXES
XBOX ONE-SPECIFIC FIXES
PLAYSTATION® 4-SPECIFIC FIXES
PLAYER FEEDBACK
As always, we value your input, and we want you to reach out to us with feedback. For general feedback, please use our Battlefield V section on the Battlefield forums or join us on the Battlefield V subreddit. Should you encounter any issues or bugs we recommend that you report them on our Battlefield V – Answers HQ forum.
You can also reach out to our Battlefield multiplayer producer David Sirland and Battlefield LIVE producer Jaqub Ajmal on Twitter if you have any further topics that you would like us to write about in future blog posts. You can reach them on Twitter @tiggr_ and @jaqubajmal. Also, you can reach Jaqub on Weibo: @jaqub.
As always, we hope to see you on the battlefield, and we look forward to the journey that Battlefield V will take us on through the Tides of War!
– David Sirland and Jaqub Ajmal, on behalf of the teams at EA and DICE.
Enter mankind’s greatest conflict now with the Battlefield™ V Deluxe Edition or Standard Edition on Xbox One, PlayStation®4, and PC. Play the full game with Origin Access Premier or try it first for 10 hours with EA Access or Origin Access Basic**.
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(Source)
June 2019
June 2019
Update is live on all platforms!
/Atic
June 2019
Good and Nice update .
I'm happy Platoon emblem . XD
June 2019
@EA_Atic Man this is a horrible update. I hate how small you made aero dome. why would you make them smaller? aero dome was perfect. it had run and gunning. it had sniping. map was perfect. I vote hell no to the teamdeath match updates and want to go back to the old way.
Now if you want to actually make this game better...… lets get the hacks out. and since you are data mining us anyway how about you put us (with a group of people close to our K/D ratio.) unless we over ride the damn thing and decided to go to a tuffer game..... or allow the clans to choose.
one more thing..... what in the heck did you guys do to the bayonnette? jesus I cant run across a pepple without being stopped from a charge..
well lets just put it this way. I wont spend another dime on this game until you do. or I find a game I like better.
June 2019
The overall nerf for the mines were good. I'm enjoying the game and the community hopefully everything goes well for the future of this game!
June 2019
I love the fixed made to all the explosives! First of all the nerf for AP Mines was so much needed. Furthermore reducing the damage from Piat, Rifle Grenade Launcher and AT Grenade Launcher is a welcome change as well. Reducing the one shot kill potiential from these dumb fire weapons will reduce so many frustrating moments from the game for me. However I would have gone as far as reducing the maximum damage from the Piat as well, making it do 98 like the AT Grenade Pistol, but I guess the Piat still needs a little mroe skills to use.
July 2019
Hi folks -
Tomorrow, we’ll be deploying a Hotfix across all 3 platforms to address critical issues that emerged following last weeks update. In this post you'll find a summary of what we've been able to fix, and what we're still working on, the patch notes in full from Jaqub and the development team, and detail on when to expect the update relative to your platform and timezone.
This update looks to significantly reduce the number of stability issues experienced on Xbox, and rectify the Hit Registration issues that have been experienced across all platforms. During testing, we discovered that Hit Registration wasn’t only impacting Planes, but all aspects of combat in the game, and this update should restore it back to a healthy state.
In addition to this, we were also able to include a simple fix that restores functionality to Face Paints. This was a quick configuration change that requires a client side update, but one that we were able to both identify, implement, and verify with minimal effort so we’ve opted to include it here rather than save it for a future update.
We’re still investigating potential fixes for the ‘Invisible Soldier’ issue that appeared with the recent updates. Originally we believed that this was caused by faulty customization options, however after extensive testing we’ve learned that this is a purely random occurrence that exists on the client side only, and whilst harmful to the gameplay experience, it’s something that we’re confident isn’t something that’s able to be intentionally exploited by players.
We believe that this is caused by an engine issue that prevents the client from rendering the needed texture files, and isn’t consistent across all players on the server. Whilst it may be that you’re attacked by an Invisible Soldier, it’s every bit as likely that your Squad Mates are indeed seeing the opposing player correctly, and better able to identify the threat and engage. This remains a priority for us to resolve in our next update.
The stability issues affecting Al Sundan on Conquest have otherwise been resolved, however through fixing this we’ve discovered a graphical corruption (artifcacting) that we’re not happy with. We’re continuing to work on this one and will keep you updated this month. This won’t impact our intent to deliver Marita to you this month, and we’re working to get you out on the full version of Al Sundan as soon as possible.
On behalf of the Battlefield team, thanks for your patience whilst we resolved these issues. Updates on additionally tracked issues are available here.
Freeman // @PartWelsh
July 2019
Well needed nerf on the ap mines I agree but as I'm playing as support I notice that they are kinda useless gadget now. Can we either get a slight buff or rework or even a new gadget to fill the void of a useless gadget? I feel that they have been drastically diminished to the point of not worth using any more, even if you die they could possibly stay until you place the next 1 and then the previous 2 could dissappear. I don't know mabye you could think this over guys..