Battlefield 2042 - Update #2.1.0

by Straatford87
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Original Post

Battlefield 2042 - Update #2.1.0

[ Edited ]
EA DICE Team

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:

  • A reworked version of Renewal, bringing an improved gameplay flow, new cover, terrain improvements and shorter distances between flags 
  • The new Polaris RZR in-world vehicle, for swift traversal across the Battlefield
  • 3 new Vault Weapons for the the All-Out Warfare arsenal, bringing even more weapon variety; the P90, GOL Sniper Magnum and the M1911
  • Improvements have been made to reduce instances of mouse input latency
  • Balance tuning for Attack and Transport Helicopters, and the Nightbird
  • Irish’s APS-36 Shootdown Sentinel improvements that ensure it now blocks M320 LVG and M26 Mass Frag attachment grenades
  • AM40 and Avancys bullets will no longer incorrectly registered as SMG bullets

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.

 

KIN_LQD-2609_Full1500.png

 

 

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

 

KIN_S2_Screenshot_RenewalVista_Update_1920x1080_logo.png

 

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

 

KIN_S2_Vehicles-RZR (1).jpg

 

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.

 

KIN_PolarisRZR-1A.jpg

 

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

  • Fixed an issue preventing the Weekly Missions list from being scrolled during End of Round
  • Collection - Fixed an issue where the wrong input icon is displayed when equipping vehicle customizations
  • Statistics - Fixed an issue that could cause the accuracy stat to reach a value above 100%
  • Fixed an alignment issue related to HUD notifications on wide screen monitors
  • Fixed a scaling issue related to HUD notifications
  • Fixes an issue that could cause a black screen after leaving a game that was close to the End of Round
  • Fixed an issue that could cause the Introduction Video to play when booting the title into fullscreen and directly pressing Alt + Enter to go into windowed mode
  • Resolved instances where visual artifacts could appear on screen while matchmaking into a new server on the Exodus Conquest playlist
  • Fixed instances where binding a secondary input to mouse buttons did not work
  • The sorting arrow is now pointed correctly for the Players section in the Battlefield Portal Browse tab

Battlefield Portal

  • Multiple fixes and adjustments have been made to resolve issues with assets and collision across classic era maps 

Rules Editor

  • Added Crawford, Stranded, Season 2 Weapons, and Vehicles to Rules Editor selection lists 
  • Added Audio Asset Library 
  • Added World Icons Asset Library 
  • Added RemovePlayerInventoryAtSlot block to Rules Editor 
  • Added RemovePlayerInventory block to Rules Editor 
  • Added EnableFastTicketBleed block to Rules Editor 
  • Added OnPlayerExitCapturePoint block to Rules Editor
  • Added OnPlayerEnterCapturePoint block to Rules Editor
  • Added OnCapturePointNeutralizing block to Rules Editor 
  • Added SetCapturePointOwnership to Rules Editor 
  • Added EnableCaptureHQ block to Rules Editor
  • Added CapturePointCapturingTime to Rules Editor
  • Added CapturePointNeutralizationTime to Rules Editor
  • Added SetNeutralizationMultiplier block to Rules Editor
  • Improved error messages to clarify parameter type mismatches for some blocks

Modifiers

  • Added Modifiers for Hiding Crosshair (also affects vehicles)

Gadgets

  • Fixed Incorrect Zoom levels when using SOFLAM

Maps

 

Breakaway

  • Resolved silo damage effects stopping when the silo was queued for destruction
  • You’ll no longer see foot on snow VFX inside the heli during the insertion sequence

Discarded

  • Fixed issue an issue where the terrain around the base of the walkway ship rail could be destroyed enough to make it float

Exposure

  • Fixed bullet decals not looking realistic on a painting in the C3 sector
  • Fixed bullet tracers from the MD540 Nightbird’s Minigun that disappeared when firing on certain assets
  • Fixed a fire extinguisher that was floating after the wall was destroyed
  • Fixed a LOD (Level of Detail) issue on wall near stairs in sector E2
  • Fixed an issue where players could enter unintended areas above the D1 flag room and shoot unaware enemies because of assets with missing collisions

Hourglass

  • Fixed an audio issue where walking over the outdoor bins at the western side of B1 was inappropriately triggering dirt sound

Kaleidoscope

  • Fixed an issue preventing AI from using the ladder between capture points B2 and D1
  • Fixed a LOD issue present on the plaza foundation planters found across the map

Orbital

  • Fixed an issue where the carports were shaking at the opening animation
  • Fixed an issue where the dumpster had audio material set to dirt
  • Fixed an issue where the rocket from rocket launchers would go through the map when shot beneath the soldier while standing on the ramp from crawlerway

Renewal

  • Fixed an issue in the Research Facility where players would be able to clip platforms and see through the assets while the head would be visible to others on the other side
  • Fixed an issue where players would clip with the ceiling and see through parts of the building when climbing on the lab barrels placed in corners
  • Fixed issue where players would clip with the sewers ceiling and see through the building when placed on the propane tank
  • Fixed an issue causing player camera clipping while vaulting on top of the pump station
  • Fixed issue with grenades thrown near the wall of the small lab that could pass through the terrain
  • Fixed an issue where the Breakthrough insertion helicopter landed out of bounds on attacker side
  • Fixed an issue where terrain clipped through the concrete canal
  • Fixed issue where front desks inside the Synseco building had LOD issues
  • Fixed increased shadow issue on both sides of the stairs that leads to the Research Facility
  • Fixed LOD issues present on the warehouse shelves found inside the research facility building
  • Fixed LOD issues present for the material around the windows at the ground floor in the Research Facility
  • Fixed sharp black shadow present on the edge of the bridge leading to the Research Facility
  • Fixed uneven and sharp lighting on the walls inside the Research Facility
  • Fixed an issue where after destroying the vegetation on the vab foundation where the revealed terrain looked unnatural and stretched
  • Fixed LOD issue on concrete cover while in destroyed state
  • Fixed issue where shadows were too dark in multiple areas of the map
  • Fixed missing wall mesh in some locations
  • Fixed LOD issue present on the planters found across the level
  • Fixed flashing and disappearing lights and shadows on a wall in the Research Facility

Stranded

  • Fixed issue where a LATV4 Recon partially caught in the hatch would take damage overtime
  • Fixed issue where vehicles would stutter on the hatches during opening
  • Fixed issue where players would stutter while standing on the rotating platform in the showroom 
  • Fixed issue where an extended occluder was visible when the player is prone near the right margin on the front deck
  • Fixed an issue in sector C1 where an occluder was visible when the player is prone on the ship's margin near the zipline going to B1 and looking towards the antenna
  • Fixed an issue on sector C2 where there was intense flashing in one of the marketplace corridors
  • Fixed issue with flickering visible in the backdrop from deploy screen
  • Fixed issue where G-84 TGM would get stuck when shot in to E1 control tower
  • Fixed issue with inconsistent metrics where the player could not walk through 12 out of the 36 gaps made between the metal beams and the containers on top of the ship
  • Fixed issue where player received damage until dead when jumping on top of a moving platform

Soldier

  • Improved input polling to reduce aiming input latency
    • Players who previously observed mouse input lag during gameplay should feel an improvement with this game update. Please continue sharing your feedback about your experience with us once you've been able to play.
  • Fixed an issue that caused Overexposed lights on Soldier uniforms (IFF)
  • Fixed an issue where Repair VFX is still present for a short time after the user enters the vehicle
  • Fixed an issue where the character stance did not reset when entering/exiting vehicles
  • Fixed an issue where there grenade cooking animation was missing
  • Fixed an issue with the Large Impact Sound incorrectly being played when attaching C5 to vehicles
  • Fixed issues animations missing when throwing any grenade
  • Fixed issues with inconsistent face wrinkles on several characters. A proper skincare routine is important to compliment the active lifestyle of being on the Battlefield
  • Fixed an issue where Soldiers were visible for a second before spawning on the Spawn Beacon
  • Grenade throw animation should now play correctly
  • Fixed issue with Incorrect world log messages when repairing an air vehicle from the passenger seat
  • The Combat Hammer has should now have a hit indicator when striking a target
  • Sundance's landing animation with the Wingsuit has been improved. It's no longer causes jumpy behavior
  • Fixed unintended behavior for Soldier physics animations while in deep terrain craters
  • Improved prone behavior in craters and on ledges
  • A temporary Soldier movement speed has been added when performing stance changes
  • A short cooldown has been added to prevent standing / prone stance change spam
  • Fixed a camera snapping issue when starting a slide
  • Improved hit detection from shots fired by soldiers while in moving and in open vehicle seats
  • A prone soldier is no longer able to push other prone soldiers around
  • Introduced new player collision behavior for friendly Soldiers to help prevent body blocking in tight spaces. Friendly Soldiers that are moving will now be able to move through other Soldiers but will be pushed away whenever they stop moving to prevent clipping

Specialists

 

Boris

  • Fixed an issue that caused the SG-36 Sentry Gun to sometimes shoot enemy players through smoke
  • Fixed an issue with the SG-36 Sentry Gun is floating after being deployed
  • Fixed an issue where the turret deploy sound is delayed when deploying SG-36 Sentry Gun with Boris

Casper

  • Fixed an issue where the OV-P Recon Drone flies in circles after getting pushed by another player
  • Fixed a bug where Slow vehicles could not destroy the OV-P Recon Drone by ramming it or running over it
  • Fixed issues with Casper's OV-P Recon Drone tooltips showing as unassigned when unbinding Crouch Hold Keybind

Crawford

  • Fixed an issue where the Mounted Vulcan could be seen in the character hands when picking up the gadget
  • Fixed an issue with EMP VFX not being present on the Mounted Vulcan while under the EMP effect
  • Fixed an issue with Mounted Vulcan shield not being displayed correctly when destroyed

Irish

  • Fixed an issue where APS-36 Shootdown Sentinel did not not block M320 LVG and M26 Mass Frag attachment grenades
  • The legs on the APS-36 Shootdown Sentinel now have proper shadows

Lis

  • Fixed an issue Audio hit cue/indicator triggered on Lis's rocket when hitting nothing
  • Fixed an issue G-84 TGM gets a hit marker but 0 damage is dealt to the enemy Soldier

Rao

  • Fixed an issue where Rao signal hacker pulse was missing
  • Fixed an issue where Rao spotted any enemy that destroyed equipment nearby

Vehicles

  • Fixed an issue that would prevent jets from visually updating when viewed from a distance.
  • Hands are now correctly aligned on the 4x4 Utility steering wheel as soon as you enter the vehicle.
  • Minor tweaks to make exhausts look less odd in vehicle elevators. They were very exhausting.
  • The audio SFX from Stealth Helicopter bombs no longer persist after being fired.
  • The countermeasure prompt for vehicles is now only visible for the driver/pilot
  • The Gunner VE has been removed during spawn, now only showing when you are in the gunner position.
  • Updated the Air-to-Ground Missile crosshairs on jets to display the lock on crosshair
  • You will no longer hear the "In Stealth" target blocked audio when looking at a Stealth Helicopter with active dual 30mm Cannon Pods
  • The HEAT Shell has been renamed to HE Shell to better reflect its intended use as anti-infantry

EBLC-RAM

  • Aligned the EBLC-RAM Turret so it now sits snugly on the main body
  • The countermeasure prompt is now correctly displayed for the EBLC-RAM
  • Fixed an issue causing the EBLC-Ram Active Protection System ability to detonate Lis' Guided missile from further away than intended
  • Fixed an issue that caused the crosshair to be shown when deploying the vehicle insertion beacon
  • Fixed an issue that caused the EBLC-Ram Active Protection System ability to appear to shoot down Lis' Guided Missile in the wrong direction
  • Fixed issue that caused the EBLC-RAM Spawn Beacon to not attach correctly to moving objects
  • Placing the EBLC-RAM's Team Insertion Beacon in an invalid area will no longer spawn the Beacon in the last location it was placed
  • The EBLC-RAM now has working lights within the Collection screens.
  • When exiting the EBLC-RAM with the Team Insertion Beacon Deploy ability active, you will now automatically switch back to the previously equipped weapon

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.

  • Velocity has been increased from 150 -> 250
  • Detonation delay decreased from 0.15 -> 0.02
  • Vehicle detonation radius decreased from 10 -> 2
  • Damage multiplier to infantry reduced 0.47 -> 0.05
  • An issue has been resolved that caused the 60mm Flak Weapon Pod to unintentionally damage infantry when damaging vehicles

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

Weapons

  • Fixed an issue that caused AM40 and Avancys bullets to be registered as SMG bullets
  • The AM40 Standard Issue Ammo now correctly displays the intended magazine count of 20
  • The AM40 and Avancys can no longer be used underwater
  • Adjusted deploy delays for Vault Weapons to ensure a smoother experience
  • Fixed a bug where picking up the DM7 from the ground would show incorrect weapon icon
  • Fixed an issue that caused the M11 scope on the BSV-M to not have the correct display
  • Fixed an issue that was causing unwanted behavior on underbarrel ammo
  • Fixed an issue that would cause the Avancys to display the wrong LOD when another player zoomed in on you
  • Fixed an issue where the PF51 would shake when firing after switching from and to primary
  • Fixed the suppressor muzzle flash being visible in front of the BSV-M when using certain scopes
  • Missing hints for underbarrel attachments have been located
  • Reload no longer sometimes go missing on the the SWS-10 when low on ammo
  • SFX have been improved for Laser Sights
  • The Ghostmaker R10's attachments are now displayed on Kill Cards
  • The PF51 now shows the correct Magazine size in the Collection screens
  • The Target 8T scope now has the correct icon on the Avancys

 

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.

 

Message 1 of 21 (3,300 Views)

Re: Battlefield 2042 - Update #2.1.0

★★★★ Pro

@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. 

  1. Jets need their own category and Jets should become symmetrical in terms of flight behavior i.e turn rates, braking speeds (Hover mode is a non factor).
  2. The EBLC and Bolte need their own "Light Attack" category. I'd argue it should be 1/1 on smaller maps but 2/2 on larger maps, DO NOT make it 1/1 on all maps.
Message 2 of 21 (3,096 Views)

Re: Battlefield 2042 - Update #2.1.0

[ Edited ]
★★★★★ Expert

@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?

Message 3 of 21 (3,063 Views)

Re: Battlefield 2042 - Update #2.1.0

[ Edited ]
★ Apprentice

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!

Message 4 of 21 (2,895 Views)

Re: Battlefield 2042 - Update #2.1.0

★★★★★ Newbie
@Straatford87 Please Devs, listen to this : https://youtu.be/QvONvEWtFOM?t=22

Bring punchier sounds pleeeaaaase
Message 5 of 21 (2,885 Views)
0

Re: Battlefield 2042 - Update #2.1.0

★★★ Guide

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. 

Message 6 of 21 (2,872 Views)
0

Re: Battlefield 2042 - Update #2.1.0

[ Edited ]
★★★★★ Apprentice

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

Message 7 of 21 (2,856 Views)
0

Re: Battlefield 2042 - Update #2.1.0

★★★★ Expert

Still no fix for the ADS bug after exiting a vehicle Frown

Message 8 of 21 (2,710 Views)

Re: Battlefield 2042 - Update #2.1.0

★★★ Guide

@Straatford87 

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

Message 9 of 21 (2,702 Views)
0

Re: Battlefield 2042 - Update #2.1.0

★ Guide

thanks new Renewal.

This map makes my FPS lower, about 35.
thanks.
Why can't I play 64-player Conquest?

 

 

Message 10 of 21 (2,606 Views)
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