September 2022 - last edited September 2022
Hi everyone,
We’ve loved seeing you explore everything that’s new in Season 2: Master of Arms. We’re now ready to dive into the first Update for Season 2, and we’re looking forward to getting it into your hands.
Update 2.1 for Season 2: Master of Arms releases on Tuesday, September 27 @ 08:00 UTC.
Here’s an overview of some of the key changes and improvements that are included in this Update:
Let us know about your experience once you’ve gone hands-on with everything new in this Update.
See you on the Battlefield.
//The Battlefield Team
The Liquidators Await
A special event is coming your way during mid-October. We’re looking forward to sharing full details with you at a later time. But for now… expect new earnable cosmetics alongside infantry only gameplay with tight playspaces and intense close-quarters combat.
Stay Informed
Follow us on the @BattlefieldComm Twitter account to stay informed on the roll out of our updates. You can also follow along with our tracking of Known Issues and further game changes we’re making via our Battlefield forums.
CONTENT
Renewal - Map Improvement
Our intent for the map rework is to improve the infantry & close quarter combat experience. Flags and objectives are now significantly closer to each other. This will reduce the traversal time and overall ‘time to action’ when moving between sectors and objectives. To increase the impact of these changes, we decided to completely remove certain sections of the map that broke the game flow or were considered to be too far away.
We’ve worked with both the terrain and with a large amount of new military fortifications to provide more opportunities for cover. These assets transform the map, making it feel less pristine and more ready for war. A feeling enhanced during gameplay as the new military fortifications support destruction to greater extent than the original map design.
The Solar Station 1
The Solar Station remains the initial attack location in Breakthrough, only now it is heavily protected by huge concrete barriers, sturdy sandbags, shipping containers, and the large warehouses are perfect for hiding from air vehicles.
The Solar Station 2
Attacker vehicles will be crucial in helping in breaking down defenses. But be careful, enough stray shells can ignite a firestorm at this capture point.
Desert Terrain 1
The Terrain in Renewal has also been heavily reworked with a focus on providing clear infantry and vehicle paths and offering infantry better line of sight breakers and cover. When looking at our telemetry we could see that players did not move through the intended lanes across the desert terrain. The changes we made provide clearer paths for both infantry and vehicles.
Battery Farm
The Battery Farm has had a simplification pass and now promotes more predictable fighting lanes and lines of sight. Additional cover has also been placed, but you should remain wary of skybound threats.
Check Point - Green side
The check point on the farm side is now heavily fortified. Attackers will be able to use the new cover to slowly work their way to their new objectives. Vehicles can be a threat to these defenses, but the plethora of cover means C5 may always lurk around the corner.
Approach to Synseco Building 1
The approach to the Synseco building is now heavily fortified, offering vital cover to attackers. But cover alone here will not be enough to succeed, attackers must push through quickly.
Approach to Synseco Building 2
The central road that connects the checkpoint to the Synseco building is now the fortified spine of the map.
Interior Synseco Capture Point 1
Interiors of the Synseco building are no longer pristine. Instead they are storage areas for the defenders, their ammo crates and storage units making great cover for close quarters combat
Interior Synseco Hallway
Lines of sight in the hallways are now broken by sandbags and ammo crates, making these spaces viable defense points. Sandbags against windows offer some protection against enemy snipers, but also make for a great nest for you to return some marksmen fire of your own.
Synseco Foyer
The first front line in the crucial building, defenders now have the luxury of sturdy defenses, forcing attackers to think twice about using the front door.
Polaris RZR
Fast and fun. The Polaris RZR is now available on the Battlefield as an in-world vehicle. Jump into this lightweight buggy with a teammate and zip across the Battlefield, surprising enemy infantry or gaining new, tactical positions.
New Vault Weapons
3 Battlefield Portal iconic weapons from the Battlefield™ 3 and Battlefield: Bad Company 2 era are now available in the All-Out Warfare arsenal. You’ll unlock these Vault Weapons at your own pace via the Assignment system.
P90 - Battlefield 3
A compact and capable weapon system firing 5.7x28mm armor-piercing rounds. It has three forward rails for a wide array of attachments. Comes with a 50 round magazine.
GOL Sniper Magnum - Bad Company 2
This German bolt action rifle provides exceptional performance and standoff capability. Its long range and accuracy makes it a great choice for special forces and counter terrorist units.
M1911 - Bad Company 2
Modified version of the classic .45 caliber sidearm for Allied forces. Seven round magazine.
CHANGELOG
General
Battlefield Portal
Rules Editor
Modifiers
Gadgets
Maps
Breakaway
Discarded
Exposure
Hourglass
Kaleidoscope
Orbital
Renewal
Stranded
Soldier
Specialists
Boris
Casper
Crawford
Irish
Lis
Rao
Vehicles
EBLC-RAM
Vehicles - 60mm Flak Weapon Pod
The 60mm Flak Weapon Pod was underperforming against air vehicles so we have increased its effectiveness. Alongside that change we have also reduced its damage toward infantry to further solidify its purpose.
AH-64GX Apache Warchief and KA-520 Super Hokum
We have observed that Stealth Helicopters have become the dominant Air Vehicle of choice since their introduction in Season 1. In Update 2.1, we are making several balance adjustments to the AH-64GX Apache Warchief and KA-520 Super Hokum to ensure all Helicopters have a dedicated purpose on the Battlefield. As a result, we’re increasing their anti-vehicle effectiveness.
MD540 Nightbird - Mounted 7.62mm Miniguns
We are updating the miniguns to ensure they remain powerful when actively managed, while reducing their effectiveness during continuous fire.
MV38-Condor / Mi-240 Super Hind - 7.62mm Minigun Pod
We have observed the Transport Helicopter 7.62mm Minigun Pod was mainly used for long range combat. We are making several balance adjustments to ensure its focus remains on intended defensive and close range use. It’s now more accurate, but with an overall decreased damage output and range while also overheating faster.
Weapons
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.
September 2022
@Straatford87 wrote:AH-64GX Apache Warchief and KA-520 Super Hokum
We have observed that Stealth Helicopters have become the dominant Air Vehicle of choice since their introduction in Season 1. In Update 2.1, we are making several balance adjustments to the AH-64GX Apache Warchief and KA-520 Super Hokum to ensure all Helicopters have a dedicated purpose on the Battlefield. As a result, we’re increasing their anti-vehicle effectiveness.
- 127mm Anti-Vehicle Rocket Pack velocity has been increased
- 127mm Anti-Vehicle Rocket Pack damage has been increased from 100 -> 130
- 127mm Anti-Vehicle Rocket Pack is now more accurately in shorter ranges
- 127mm Anti-Vehicle Rocket Pack Replenish rate has been lowered 1.3 -> 2
- 30mm Cannon Gunner Rate of Fire has been lowered 350 -> 200
- 30mm Cannon Velocity has been increased
- 30mm Cannon Gunner Damage Start Damage increased 18 -> 40
- 30mm Cannon Gunner Damage End Damage increased 8 -> 25
- 30mm Cannon Blast Damage increased from 18 -> 20
- 30mm Cannon Overheat has been increased
MD540 Nightbird - Mounted 7.62mm Miniguns
We are updating the miniguns to ensure they remain powerful when actively managed, while reducing their effectiveness during continuous fire.
- Minigun Wind Up Time has been lowered
- Minigun Wind Down Time has been increased
- Overall Dispersion has been lowered
- Overheat has been increased
MV38-Condor / Mi-240 Super Hind - 7.62mm Minigun Pod
We have observed the Transport Helicopter 7.62mm Minigun Pod was mainly used for long range combat. We are making several balance adjustments to ensure its focus remains on intended defensive and close range use. It’s now more accurate, but with an overall decreased damage output and range while also overheating faster.
- Damage fall-Off Starting Distance has been lowered from 350 -> 150
- Damage Fall-Off End Distance has been lowered from 1000 -> 300
- Dispersion has been lowered
- Wind Up Time has been lowered
- Wind Down Time has been increased
- Overheat has been increased
Really nice changes! I'm glad vehicle feedback is being listened to.
Hopefully now the transport Helicopters focus mainly on transporting personal.
Now just two things remain and vehicles will be "on point" in my opinion.
September 2022 - last edited September 2022
@Straatford87has their been any thoughts on helping the jets detect other aircraft on their frontal cone? It can be really hard to discern a nightbird from all the clutter on the terrain while looking from above.
Maybe also to have on Jet HUD something equivalent to the gyroscope sights in the WW2 planes already in portal?
Thanks for the long overdue adjustment on the 60mm flak.
Are there any news about the no ADS while exiting vehicles with a rifle that has underbarrel launchers?
September 2022 - last edited September 2022
Guys , its time to put this game at EA access or Gamepass and make real money, the game will grow, the comunity Will be happy again because the BF is coming back...the game need this chance to prove its valor!
September 2022
September 2022
Please revisit Breakthrough for Kaleidoscope & Stranded.
Kaleidoscope:
- First sector defense can sit behind the hill in homebase, and up in the towers at C sector. There should be a roof top in play for the attacking team also.
- Last sector C2 needs the capture zone to be extended outside between C1 & C2 to promote a battle between the two. There also needs to be pillars in the doorways to stop the defending team from driving LATV & RAM inside C2. Defending team spawn on homebase, are automatically on flank to the left entrance, while spawning on C2 are automatically on flank to the right. There needs to be a reason to draw the defending team outside of the building to face the attacking team. The map is currently about a 15% win rate for the attacking team. Probably even less now LVG spam is fixed.
Stranded:
- Second sector is horrible for the attacking team. The defending team get lots of vantage points, but its ridiculous to try and break in as the attackers. Theres only 1 level of attack, there should be multiple levels, and there should be a path way (ladders, stairs, etc..) for non McKay players to get on the top of the ship.
- Last sector is almost a guaranteed loss for the defense team. With the height advantage of the ship for attackers, they can just Sundance down behind the line and destroy from behind. The defensive team needs a height advantage also, like another ship wreck. Also the capture zone needs to be extended back behind the middle, to give defense more area in which they can hold.
(Bonus) Exposure:
- First sector needs to be widened. I'd recommend putting the right hand ledge in play which would be part of F1 in 128p CQ. This would become vital for both attacking & defending to hold.
- Last sector needs a zip line out in the field for the attacking team to get across for a multi-pronged approach. Its to easy for the defense team to just camp the elevator and destroy everything in there and to hold from of containers infront of attacking homebase. The capture zone should also be extended outside the building into the main container yard, to promote a fight across the yard.
September 2022 - last edited September 2022
I'm looking forward to the changes to Renewal, it wasn't one of my least favorites but it did have it's issues. After seeing what was done with Kaleidescape I'm excited!!
After playing a few rounds of 128 Conquest I can say I am impressed!! Definitely like the new changes and look forward to see what else is in store for the other maps.
After playing some more I would have to say it is a real missed opportunity not putting maybe like a C2 in that set of buildings off to the right coming from E to C
September 2022
Still no fix for the ADS bug after exiting a vehicle
September 2022
A miracle happened DICE drew attention to the AH-64GX Apache Warchief and KA-520 Super Hokum. It is possible that now the balance between a stealth helicopter and a simple striker will change. Finally, dogfights for 127mm NURS will return
September 2022
thanks new Renewal.
This map makes my FPS lower, about 35.
thanks.
Why can't I play 64-player Conquest?
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