It has been a joy seeing your reactions to Season 3: Escalation and exploring Spearhead as you’ve been fighting it out through the Cubes with the Rorsch Mk-4, or dominating from afar with the EMKV90-TOR.
Thank you for playing Battlefield™ 2042 Season 3: Escalation and sharing your thoughts and gameplay with us!
Update #3.1.0 brings further Quality of Life improvements alongside the Manifest Rework and goes live across all platforms on 07/12 @ 09:00 UTC
What’s new Update Season 3.1?
Here is an overview of the changes and improvements in this Update:
Map Rework: Manifest
New Vault Weapons: M416, M240B, M93R
Gameplay Responsiveness Improvements around Weapon Reload Animation and Audio
Tensions rise around Nordvik
But first, we’re taking a quick moment to confirm that our next Mid-Season Event is incoming in the following weeks.
It will take place over the course of three weeks with each week introducing a new set of earnable cosmetics and new mode to play through.
Stay tuned for more details!
When can you expect our next game update?
After the Mid-Season Event, the next Update is scheduled towards the end of January.
Before that and as we approach the Holiday Season, we’re wishing you the most heartfelt Happy Holidays. Thank you for your continued support throughout this past year.
Take care, stay safe and we’ll see you on the Battlefield.
//The Battlefield Team
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
Manifest
Our main focus with the rework of Manifest is to ensure it becomes more streamlined and offers up a tighter game space, this has also given us an opportunity to do a complete pass throughout the location and provide stronger themes to previously underutilized spaces.
Across the main gamemodes we have adjusted and added flag spaces to reduce travel times and create stronger paths and frontlines as you make your way towards those capture points.
Points of Interest:
Container Yard - North: The northern container yard has seen further military presence buildup, with the location now becoming an ad hoc refueling station for the ongoing conflict. The paths leading to and from the flag have been improved while the flag placement has been repositioned slightly towards the Quay.
Quay: As conflicts continue, the Quay has been treated to increased military defense encampments, with two new spaces on either end of the Quay. These locations act as Capture Points in certain modes, and when they aren’t in use they act as staging posts for entry onto the boats themselves.
Container Yard - South: This location has been moved closer to the action around the docked boats, with pathing improvements and further military buildup taking place throughout.
Weather Station: Time has not been a worthy ally for the Weather Station after recently suffering from a ground attack, one of these stations now sits in a burning ruin. The surrounding hillside has also received a traversal pass alongside additional light sources and ziplines to allow for increased traversal opportunity.
Vault Weapons
M416 - Battlefield 3
The M416, a fan-favorite from Battlefield 3 makes its way to the Weapon Vault. It’s compact and light AR with a good damage profile capable of taking out targets at mid-range.
Unlock Assignments:
Kills and Assists with the M416 or the PBX-45: 100
Kills with Assault Rifles or Teammates Revived: 60
M240B - Battlefield 3
The M240B is a powerful machine gun that becomes a monster when mounted on a bipod, having great bullet velocities that allow you to engage targets at medium to long ranges
Unlock Assignments:
Kills and Assists with the M240B or the Avancys: 100
Kills with LMGs in a Round: 20
M93R - Battlefield 3
The M93R, is a Burst fire sidearm that devastates at close range but with accuracy quickly deteriorating under sustained fire. Get up close and personal with this sidearm to deal its best damage
Unlock Assignments:
Kills and Assists with the M93R or the G57: 100
Kills in a Round with Secondary Weapons: 8
Changelog
Gameplay Improvements
You are now able to dynamically change the zoom radius of the minimap via keybind
Improved hit registration against soldiers on moving platforms or vehicles
Resolved an issue where a vault animation could play on top of a reload animation
Further improvements to improve responsiveness around weapon deploy and undeploy animations, aiming down sight, sprint traversal and reduced the time around enter soldier movement speeds these changes will be particularly felt on animation
Improved responsiveness on transition into movement from standing still
Fixed an issue where it was possible to skip the traversal sprint recovery time
Fixed animation not playing properly when entering vehicles through entrance that is high above the ground
Resolved an issue where the Character is stuck in downed state after dying during a takedown and then getting revived
Fix a rare issue that could make the player stuck in a limbo state after dying during a takedown
Making hit reactions more pronounced to improve the shooting experience
Fixed an issue where Sundance may have a more bouncy landing via their Wingsuit than anticipated
Fixed a bug where landing with the wingsuit on a fence shortly after activating could cause lethal fall damage
Fixed an issue with Blood Splatter not appearing correctly when shooting enemy soldiers
Fixed an issue causing blood spatter effects to appear in unintended places
Added blood mist elements to the regular body and head shot impacts on soldiers to better convey that you hit an enemy
Fixed a bug where you could attach to a rope through thin walls
Fix for left hand animations breaking after entering a vehicle from traversal sprint
Fixed a bug when traversal sprinting into water could make the swimming animation break
Fixed an issue where you could sometimes see floating weapon parts after throwing a smart grenade
Maps
Renewal
Adjusted the Capture Zone for Sector A and B to encourage a smoother flow of gameplay as an Attacker.
Kaleidoscope
Removed C1 and G1 Capture Points on Conquest Large, and merged the subsequent capture area into nearby Capture Points. The win rate was balanced towards one side unfairly with Kaleidoscope, and these changes should hopefully improve and encourage a more natural flow of play throughout
Stranded
Tweaked ticket count for Conquest to encourage a slightly longer duration of match time
Adjusted the combat area and out of bounds limits on Breakthrough, for the last sector
Defender HQ has been moved closer to the flag on Breakthrough, for the last sector
Adjusted the HQ area and out of bounds limits for the first sector on Rush
The MCOM for the first sector has been relocated out of the hanger on Rush
Made improvements to other MCOM positions to improve attacking flow for Rush
Fixed an instance of flickering terrain when in low flying aircraft around D1
Fixed the ability to hide in in-world stationary Tanks near the C1 Objective
Fixed level of detail issue on destroyed showroom screens
We’ve placed extra lubrication on the crane rails for the Shipping Container grabber inside the ship, this means it shall no longer be jittery in motion and should be much smoother!
Manifest
Fixed a rare issue that allowed grenades to fall through the ground
Resolved a visual issue where flying close to the incoming storm on Manifest would result in a black vignette around the screen
A melee attack to a chair in the office suite will no longer destroy the entire desk, we have yet to invent Adamantium as part of your arsenal loadout
Fixed audio issue where metal scaffolding throughout the level did not sound correct to its material type
Improved lighting draw distance scenarios for the Toll Station at distance
Fixed issue in FFA where players got deployed under the map on small layout
Fixed issue where enemies could be seen deploying in the same spot
Fixed issue where the Spawn Beacon could be placed after crawling under containers
Fixed issue where the lighting poles on the map remained lit after being destroyed.
Fixed an instance of lighting draw distance inside the Storage Facility
Spearhead
Further improvements to the initial spawning phase on Rush
Fixed some debris issues when the Landed Drone’s propeller was destroyed
Fixed an issue where at certain angles during the downed-state, some water sources could disappear
Fixed an issue where players were not taking damage from fire around the tire piles
Fixed issue where several entrances of the cube buildings were very darkly lit
Sealed the roof of the tunnel so rain no longer appears inside it
Fixed Printer Boxes issue where the robotic arm was still functional after the printer box got destroyed
Fixed issue where Deploy Point UI was missing from the Deploy screen on FFA
Fixed issue where a stack of four yellow tank containers were floating inside the E2 flag
Fixed issue where killcam transition to deploy screen showed the whole interior of the building when dying inside C2 & E1 buildings
Fixed some minor tree clipping issues around vents and containers
Fixed issue with movers where Ammo/Health crates would not get destroyed when a Mover passing over them
Fixed level of detail issues for base of robot arm after the yellow robots were destroyed
Fixed issue with unnatural stretched ground texture placed near the tunnel entrance
Fixed issue where it was possible to destroy the ruin state of Nordvik water tank
Fixed audio issue where the distant warfare on Spearhead was still present during end of round screen
AI
Given each AI Soldier a navigation manual that should help them through the road between Sector D and E with more ease on Spearhead
With this navigation manual, we have also told them to look out for small objects and not to get confused by them on Spearhead
Fixed an issue where AI could get stuck navigating through the Ventilator Zone on C2 and E1 on Spearhead
Given driving instructions for AI driving larger vehicles for Rush on Spearhead
Fixed issues where AIs were unable to climb ladders on Spearhead’s Capture Point E2
Weapons
Toggle Optics should now be listed for the NVK-NXT 2X scope in the Rorsch Mk-4 collection menu
Fixed an issue that was causing the PKS-07 to clip through the camera when equipped on the A-91
Fixed an issue that allowed the primary scope on the Rorsch Mk-4 to float slightly above the weapon on PlayStation 4
Fixed an issue where flashlights or lasers would sometimes be visible on secondary weapons and gadgets
Fixed an issue where the HUD would sometimes fail to load after switching attachments on weapons
Fixed an issue that was causing laser beams to be misplaced at different FOV values
Ensured that the sound effects are aligned with the firing of the 12M Auto
Subsonic magazine no longer interferes with other magazines ammo capacity on the VCAR
Subsonic mesh is visible when swapping from other magazines on the VCAR
Fixed an issue that was causing a broken weapon position to be displayed on the M16A3 while prone and using the M26 underbarrel attachment.
MP412 Rex now has the intended rate of fire.
AKS-74u now has the intended rate of fire.
Fixed an issue where the MP9 shooting animation while ADS would break when exiting a vehicle.
Added several missing weapon attachments to Portal.
VCAR magazines now have the intended color.
Fixed orientation of the TV 2x Sight within the icon on the AK24.
Minor VFX tweaks to the PF51
Improvements made to the Rorsch Mk-4 trail FX
An additional layer of Animation polish has been applied to the M16A3
Updated textures on the Avancys iron sights while viewing them from view
We have updated several elements of our weapons to improve the overall 'feel' of them. This includes work across our Reload Animations which should make all weapons, across the entire game, feel a lot more snappier and responsive.
Vehicles
Call-in audio now plays when calling in the EMKV90-TOR
Updated the description of the Active Protection System to convey that it does not block close range projectiles
Fixed an issue where VFX was not displaying correctly when Active Protection Systems were firing
Fixed an issue where vehicles could have a repeating wet pattern on them
Fixed an issue that was preventing deployable gadgets such as the Spawn Beacon from being placed closed to either of the EBLC-RAM or EMKV90-TOR while Active Protection Systems were enabled
Fixed an issue where aiming within a tank could become problematic while looking at smoke
Parts of aircraft would sometimes animate in the wrong direction, we've turned them around so now they'll be rotating on the correct axis
Fixed an issue that would allow drivers in the MAV to be able to ADS while in 1P view
Fixed an issue that was causing overheat circle to wrongly display while using the Howitzer cannon on the EBLC-RAM
Fixed an issue that was causing vehicles such as the LATV4 and LCAA Hovercraft from receiving too much damage when colliding with various objects around a map
Overheat and cooldown states are communicated with red in the crosshair HUD circle
For the MD540 Nightbird, we have lowered the ground pull effect and tweaked the force, may it be with you always
Fixed an issue when deploying into a vehicle that would cause the camera to briefly go inside the vehicle and look weird
Calling in a LCAA Hovercraft on top of a tank will propel the tank high in the sky or under the map. Physics are weird sometimes
The LATV4 has had its swole levels reduced and can no longer ram tanks (Thanks for the intel, Carpo!)
The "Unassigned" UI is no longer present in 1p view after repeatedly switching the seats on AAV-7A1 AMTRAC
Smoke Launcher VFX is now more accurately aligned across game clients
Active Protection Systems no longer block damage from C5 or AT Mines
Fixed an issue where the spotter seat on the MD540 Nightbird would only update the minimap and not provide the in-world spot
Improved behavior while flying the MD540 Nightbird with Helicopter control assists disabled
Improvements made to the VFX on fighter jets
Animated leading edge flaps on the F-35E Panther and SU-57 FELON
Updated and overhauled locking ranges and behavior of all locking weapons when laser designated
Tweaks to the vehicle HUD and crosshair, including updating alpha channels and ensuring decorative HUD elements are less visually impacting to players
Specialists & Gadgets
Fixed an issue where weapon meshes could be seen breaking after throwing Sundance's Smart grenade
Fixed an issue where the Throwing knife was visible floating on player when being headshot with throwing knife
Fixed FPS drops when ADSing with the XM370A on Stranded and Hourglass on previous generation systems
The XM370A now has SFX for when its projectile is traveling in the air
Fixed an issue where Ammo was present in empty magazine when reloading the XM370A
Fixed a bug with Falck’s Stim Pistol where it could get stuck in self- heal animations
Fixed a bug where players were able to resupply from ammo bags while inside a vehicle
Fixed an issue where players who were manning the Mounted Vulcan in smokes would have their animations break
Added Missing Gadget descriptions for Lis and Zain in Hazard Zone screen
Fixed issues where Players were able to spot insertion beacons through the wall
Fixed an issue where Irish shield couldn't be deployed in tight corridors
Fixed an issue where the camera would shake when using the Raos' Cyber Warfare Suite after switching from main weapon
Fixed an issue with Broken Hit animations when hitting Dozer while he's using the Ballistic Shield
Fixed a bug Hacked/EMP icon was missing on enemy gadgets
Fixed situations where Paik's EMG-X Scanner overlay does not immediately disappear when entering a vehicle
Fixed an issue where the Insertion Beacons could be seen through the floor of the building near A2 on Kaleidoscope, Conquest
Fixed a bug where the Prox Sensor grenade in-world Icon was not displayed on the grenade
Fixed a bug where Angel’s Loadout Crate were not being fully absorbed by the player and would bounce away (Eyes in the sky, people >:])
Fixed a bug where Dozer's shield did not protect user against close range attacks
Fixed abusable behaviors where players could progress on missions by damaging and repairing their own gadget
Fixed a bug where when you would cancel self-heal with Med-Pen audio keeps playing
Fixed a bug where the player was unable to pick up Mounted Vulcan after dying/redeploying
Heal needed UI Icons are now visible for non support characters with the health create, without first having to deploy the health create
Fixed issues with Grenade throw animations not playing correctly
Fixed an issue where after fragmentation the grenades would get stuck into the ceilings
Open and character gadgets can now not be placed on top of bushes
Fixed a bug where Rocket Launchers would deal no damage on a user mid vault
World Log event messages for vehicle repair and Angels' ammo resupply now informs who is doing the action
Fixed a bug where after exiting the OV-P Recon Drone, the Enter hint would remain displayed on the screen
Fixed an issue where Zain's trait would trigger in vehicles with closed seats
Audio
Fixed an issue where requesting orders from a dead squad leader would default to MacKay
Several Voice Over improvements have been included around ping reviving and canceling pings
Airstrike voice over lines have been added
Added Audio improvements for the XM370A, including new projectile sounds for the Airburst
Fixed an issue where audio keeps playing when you cancel self-heal with Med-Pen
Fixed an audio issue when reloading after an empty reload
Fixed an issue where sound effects were not triggering when reloading the DM7 while running/walking during the first part of the reload
Added hit reaction camera shake and bullet damage sound polish
Fixed an issue where no call-in audio is played when calling in the EMKV90-TOR
Fixed an issue where distant warfare sound effects were still present during EOR screen
Portal
Added the S3 map, Spearhead, as an available map under the Custom Conquest Portal mode.
Added the S3 Battle Pass Weapon, Rorsch Mk-4, to the InventoryPrimaryWeapons block
Added the S3 Battle Pass Vehicle, EMKV90-TOR, to the Vehicles block
Added the S3 specialist, Zain, to the PlayerSoldiers block
Added Zain's specialist Gadget, XM370A, to the InventoryCharacterSpecialties block
Added the S3 Battle Pass Weapon, NVK-P125, to the InventorySecondaryWeapons block
Added the S3 Battle Pass Throwable, Throwing Knife, to the InventoryThrowables block
Added the S3 Battle Pass Weapon, NVK-S22, to the InventoryPrimaryWeapons block
Progression & XP
Reviving a teammate that has requested it will now reward you with Request Fulfilled XP
Increased the XP from "Match Reward" in Hazard Zone by 50%
Increased the XP from successfully destroying an MCOM in Rush from 150 to 300
Solo & Co-Op XP Changes
Enabled all Ribbons, but at 40% XP value.
Doubled "Round Actions" XP cap, but each action gives 50% reduced XP.
In Rush, the Scoreboard now shows the correct objective icon for Attackers and Defenders
Fixed an issue with displaying the Player Levels correctly at the End of Round Progression screen
Fixed an issue where the unlock requirement progress for an already unlocked Player Card item would look like it had been reset
Fixed an issue where the wrong unlock requirement would be displayed on attachments
Fixed an issue where an item would show up as new even if you had previously unlocked it in a different way
Improved scenarios where people look like they are awarded 0 XP at end of the round
That's nice to see the game making a comeback on track but there are still things that needed for a full battlefield experience.
◆ Core Battlefield Features Needed:
Classes: confirmed that it will return in mid season 3
Assist Counts as Kill
Squad Management: Being able create squad making it public/private and switching to another squad
Ability to dive in water while swimming
Auto Wall Peeking when ADS
All channel in chat
Platoons with custom emblems: can also be monetized by selling platoon emblems premium elements & Frames in store
◆ Game Settings Needed Options:
Resolution scale
DirectX 12 toggle on/off
Change Game Menu Language
Change Voice Language
◆ Quality of life Improvements:
Soldier movement animations need to be smoother while running & overcoming obstacles like bf 1 & bf V
Weapons & vehicles setup need to be saved
Return Defibrillator bf3 & bf4 mechanism that provides a trade off between rev time & hp restored by charge time
Small objects destruction improvements:
Traffic Cones should move when hit by knife or bullet instead of exploding
Car tire should be flatted when it get shot instead of making the entire wheel get out
More destruction events that change map during match is needed like in bf4
Change music in match and match end to be aggressive with more bass and faster tempo
Firing range is needed
If I joined a party while in game just ask to confirm leaving when squad leader join a game
Discord Presence: game icon & current match info
◆ Nice to have:
Make all bf3 & bf2 vault weapons shared to be able to use in bf2042 loadout as some iconic weapons are needed like: M416, SCAR-H, AEK-971, AN-94, M60, Gul Magnum
Add some of the best bf4 & bf3 maps to all game modes:
Siege of shanghai
Flood zone
Pearl market
Operation locker
Operation metro
Gulf of Oman
Wake island
Caspian border
Hope this feedback helps shaping the future of this game & make it better. Keep up the good work guys.
Still no fix for EBLC-RAM/EMKV90-TOR APS that cannot block Russian's AGM missile launched from all Russian aircraft, and bomb from all stealth chopper? I didn't see this fix in patch note.
I would also add a bug reporting system like many games, for example fortnite where you report a bug by filling out a form, facilitating direct player-developer contact because the problem I see in the forums is that developers don't always read reports.
Where is the update, it is 11:25 am here, I still dont see it on Origin. In Twitter it says Update #3.1.0 for #Battlefield2042 goes live across all platforms tomorrow, Dec 7 @ 08:00 UTC but in here 09:00 UTC, guess the latter is true...
Another update with nothing televent being addressed.
I seriously question the intentions of the devs now and also their ability to identify issues, listen to their player base (who actually do the testing for them!), and their interest in addressing issues that have been mentioned again and again by the community.
Clearly, this game will never be able to fulfil its potential.
Shame.
Think I’ll stop mentioning issues that need addressing now.
So no fix for the lag caused by the TN spiking that you introduced in update 3.0? Great so I guess we'll have to wait until well after January for that fix.
Forced to apply update. Now game wont launch. Uninstalled, Reinstalled no go. Installed Nvidia and MS updates. Removed Battlefield 2040 folder in Documents folder. Tried running as admin. Nothing works. I can see Anti-cheat launch and then nothing. In Resource monitor I see BF2040-launcher, then BF2040.exe then BF2040 terminates. Other than the anti-cheat, nothing pops up on my screen. Very frustrating when the game was working fine prior to the update.
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\n\n
Hey everyone,
\n\n
It has been a joy seeing your reactions to Season 3: Escalation and exploring Spearhead as you’ve been fighting it out through the Cubes with the Rorsch Mk-4, or dominating from afar with the EMKV90-TOR.
\n\n
Thank you for playing Battlefield™ 2042 Season 3: Escalation and sharing your thoughts and gameplay with us!
\n\n
Update #3.1.0 brings further Quality of Life improvements alongside the Manifest Rework and goes live across all platforms on 07/12 @ 09:00 UTC
\n
What’s new Update Season 3.1?
\n
Here is an overview of the changes and improvements in this Update:
\n\n
\n
Map Rework: Manifest
\n
New Vault Weapons: M416, M240B, M93R
\n
Gameplay Responsiveness Improvements around Weapon Reload Animation and Audio
\n
\n
Tensions rise around Nordvik
\n
But first, we’re taking a quick moment to confirm that our next Mid-Season Event is incoming in the following weeks.
\n
\n
It will take place over the course of three weeks with each week introducing a new set of earnable cosmetics and new mode to play through.
\n
\n
Stay tuned for more details!
\n\n
\n\n
When can you expect our next game update?
\n
After the Mid-Season Event, the next Update is scheduled towards the end of January.
\n
\n
Before that and as we approach the Holiday Season, we’re wishing you the most heartfelt Happy Holidays. Thank you for your continued support throughout this past year.
\n
\n
Take care, stay safe and we’ll see you on the Battlefield.
\n
\n
//The Battlefield Team
\n\n
Stay Informed
\n
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.
\n\n
Content
\n
\n
Manifest
\n
Our main focus with the rework of Manifest is to ensure it becomes more streamlined and offers up a tighter game space, this has also given us an opportunity to do a complete pass throughout the location and provide stronger themes to previously underutilized spaces.
\n\n
\n\n
Across the main gamemodes we have adjusted and added flag spaces to reduce travel times and create stronger paths and frontlines as you make your way towards those capture points.
\n\n
\n\n
Points of Interest:
\n
\n
Container Yard - North: The northern container yard has seen further military presence buildup, with the location now becoming an ad hoc refueling station for the ongoing conflict. The paths leading to and from the flag have been improved while the flag placement has been repositioned slightly towards the Quay.
\n
\n
Quay: As conflicts continue, the Quay has been treated to increased military defense encampments, with two new spaces on either end of the Quay. These locations act as Capture Points in certain modes, and when they aren’t in use they act as staging posts for entry onto the boats themselves.
\n
\n
Container Yard - South: This location has been moved closer to the action around the docked boats, with pathing improvements and further military buildup taking place throughout.
\n
Weather Station: Time has not been a worthy ally for the Weather Station after recently suffering from a ground attack, one of these stations now sits in a burning ruin. The surrounding hillside has also received a traversal pass alongside additional light sources and ziplines to allow for increased traversal opportunity.
\n\n
Vault Weapons
\n\n
\n\n
M416 - Battlefield 3
\n
The M416, a fan-favorite from Battlefield 3 makes its way to the Weapon Vault. It’s compact and light AR with a good damage profile capable of taking out targets at mid-range.
\n
\n
Unlock Assignments:
\n
\n
Kills and Assists with the M416 or the PBX-45: 100
\n
Kills with Assault Rifles or Teammates Revived: 60
\n
\n
\n\n
M240B - Battlefield 3
\n
The M240B is a powerful machine gun that becomes a monster when mounted on a bipod, having great bullet velocities that allow you to engage targets at medium to long ranges
\n
\n
Unlock Assignments:
\n
\n
Kills and Assists with the M240B or the Avancys: 100
\n
Kills with LMGs in a Round: 20
\n
\n
\n\n
M93R - Battlefield 3
\n
The M93R, is a Burst fire sidearm that devastates at close range but with accuracy quickly deteriorating under sustained fire. Get up close and personal with this sidearm to deal its best damage
\n
\n
Unlock Assignments:
\n
\n
Kills and Assists with the M93R or the G57: 100
\n
Kills in a Round with Secondary Weapons: 8
\n
\n
Changelog
\n
\n
Gameplay Improvements
\n
\n
You are now able to dynamically change the zoom radius of the minimap via keybind
\n
Improved hit registration against soldiers on moving platforms or vehicles
\n
Resolved an issue where a vault animation could play on top of a reload animation
\n
Further improvements to improve responsiveness around weapon deploy and undeploy animations, aiming down sight, sprint traversal and reduced the time around enter soldier movement speeds these changes will be particularly felt on animation
\n
Improved responsiveness on transition into movement from standing still
\n
Fixed an issue where it was possible to skip the traversal sprint recovery time
\n
Fixed animation not playing properly when entering vehicles through entrance that is high above the ground
\n
Resolved an issue where the Character is stuck in downed state after dying during a takedown and then getting revived
\n
Fix a rare issue that could make the player stuck in a limbo state after dying during a takedown
\n
Making hit reactions more pronounced to improve the shooting experience
\n
Fixed an issue where Sundance may have a more bouncy landing via their Wingsuit than anticipated
\n
Fixed a bug where landing with the wingsuit on a fence shortly after activating could cause lethal fall damage
\n
Fixed an issue with Blood Splatter not appearing correctly when shooting enemy soldiers
\n
Fixed an issue causing blood spatter effects to appear in unintended places
\n
Added blood mist elements to the regular body and head shot impacts on soldiers to better convey that you hit an enemy
\n
Fixed a bug where you could attach to a rope through thin walls
\n
Fix for left hand animations breaking after entering a vehicle from traversal sprint
\n
Fixed a bug when traversal sprinting into water could make the swimming animation break
\n
Fixed an issue where you could sometimes see floating weapon parts after throwing a smart grenade
\n
\n
Maps
\n
\n
Renewal
\n
\n
Adjusted the Capture Zone for Sector A and B to encourage a smoother flow of gameplay as an Attacker.
\n
\n
\n
Kaleidoscope
\n
\n
Removed C1 and G1 Capture Points on Conquest Large, and merged the subsequent capture area into nearby Capture Points. The win rate was balanced towards one side unfairly with Kaleidoscope, and these changes should hopefully improve and encourage a more natural flow of play throughout
\n
\n
\n
Stranded
\n
\n
Tweaked ticket count for Conquest to encourage a slightly longer duration of match time
\n
Adjusted the combat area and out of bounds limits on Breakthrough, for the last sector
\n
Defender HQ has been moved closer to the flag on Breakthrough, for the last sector
\n
Adjusted the HQ area and out of bounds limits for the first sector on Rush
\n
The MCOM for the first sector has been relocated out of the hanger on Rush
\n
Made improvements to other MCOM positions to improve attacking flow for Rush
\n
Fixed an instance of flickering terrain when in low flying aircraft around D1
\n
Fixed the ability to hide in in-world stationary Tanks near the C1 Objective
\n
Fixed level of detail issue on destroyed showroom screens
\n
We’ve placed extra lubrication on the crane rails for the Shipping Container grabber inside the ship, this means it shall no longer be jittery in motion and should be much smoother!
\n
\n
Manifest
\n
\n
Fixed a rare issue that allowed grenades to fall through the ground
\n
Resolved a visual issue where flying close to the incoming storm on Manifest would result in a black vignette around the screen
\n
A melee attack to a chair in the office suite will no longer destroy the entire desk, we have yet to invent Adamantium as part of your arsenal loadout
\n
Fixed audio issue where metal scaffolding throughout the level did not sound correct to its material type
\n
Improved lighting draw distance scenarios for the Toll Station at distance
\n
Fixed issue in FFA where players got deployed under the map on small layout
\n
Fixed issue where enemies could be seen deploying in the same spot
\n
Fixed issue where the Spawn Beacon could be placed after crawling under containers
\n
Fixed issue where the lighting poles on the map remained lit after being destroyed.
\n
Fixed an instance of lighting draw distance inside the Storage Facility
\n
\n
Spearhead
\n
\n
Further improvements to the initial spawning phase on Rush
\n
Fixed some debris issues when the Landed Drone’s propeller was destroyed
\n
Fixed an issue where at certain angles during the downed-state, some water sources could disappear
\n
Fixed an issue where players were not taking damage from fire around the tire piles
\n
Fixed issue where several entrances of the cube buildings were very darkly lit
\n
Sealed the roof of the tunnel so rain no longer appears inside it
\n
Fixed Printer Boxes issue where the robotic arm was still functional after the printer box got destroyed
\n
Fixed issue where Deploy Point UI was missing from the Deploy screen on FFA
\n
Fixed issue where a stack of four yellow tank containers were floating inside the E2 flag
\n
Fixed issue where killcam transition to deploy screen showed the whole interior of the building when dying inside C2 & E1 buildings
\n
Fixed some minor tree clipping issues around vents and containers
\n
Fixed issue with movers where Ammo/Health crates would not get destroyed when a Mover passing over them
\n
Fixed level of detail issues for base of robot arm after the yellow robots were destroyed
\n
Fixed issue with unnatural stretched ground texture placed near the tunnel entrance
\n
Fixed issue where it was possible to destroy the ruin state of Nordvik water tank
\n
Fixed audio issue where the distant warfare on Spearhead was still present during end of round screen
\n
\n
AI
\n
\n
\n
Given each AI Soldier a navigation manual that should help them through the road between Sector D and E with more ease on Spearhead
\n
With this navigation manual, we have also told them to look out for small objects and not to get confused by them on Spearhead
\n
Fixed an issue where AI could get stuck navigating through the Ventilator Zone on C2 and E1 on Spearhead
\n
Given driving instructions for AI driving larger vehicles for Rush on Spearhead
\n
Fixed issues where AIs were unable to climb ladders on Spearhead’s Capture Point E2
\n
\n
\n
Weapons
\n
\n
\n
Toggle Optics should now be listed for the NVK-NXT 2X scope in the Rorsch Mk-4 collection menu
\n
Fixed an issue that was causing the PKS-07 to clip through the camera when equipped on the A-91
\n
Fixed an issue that allowed the primary scope on the Rorsch Mk-4 to float slightly above the weapon on PlayStation 4
\n
Fixed an issue where flashlights or lasers would sometimes be visible on secondary weapons and gadgets
\n
Fixed an issue where the HUD would sometimes fail to load after switching attachments on weapons
\n
Fixed an issue that was causing laser beams to be misplaced at different FOV values
\n
Ensured that the sound effects are aligned with the firing of the 12M Auto
\n
Subsonic magazine no longer interferes with other magazines ammo capacity on the VCAR
\n
Subsonic mesh is visible when swapping from other magazines on the VCAR
\n
Fixed an issue that was causing a broken weapon position to be displayed on the M16A3 while prone and using the M26 underbarrel attachment.
\n
MP412 Rex now has the intended rate of fire.
\n
AKS-74u now has the intended rate of fire.
\n
Fixed an issue where the MP9 shooting animation while ADS would break when exiting a vehicle.
\n
Added several missing weapon attachments to Portal.
\n
VCAR magazines now have the intended color.
\n
Fixed orientation of the TV 2x Sight within the icon on the AK24.
\n
Minor VFX tweaks to the PF51
\n
Improvements made to the Rorsch Mk-4 trail FX
\n
An additional layer of Animation polish has been applied to the M16A3
\n
Updated textures on the Avancys iron sights while viewing them from view
\n
We have updated several elements of our weapons to improve the overall 'feel' of them. This includes work across our Reload Animations which should make all weapons, across the entire game, feel a lot more snappier and responsive.
\n
\n
\n
Vehicles
\n
\n
\n
Call-in audio now plays when calling in the EMKV90-TOR
\n
Updated the description of the Active Protection System to convey that it does not block close range projectiles
\n
Fixed an issue where VFX was not displaying correctly when Active Protection Systems were firing
\n
Fixed an issue where vehicles could have a repeating wet pattern on them
\n
Fixed an issue that was preventing deployable gadgets such as the Spawn Beacon from being placed closed to either of the EBLC-RAM or EMKV90-TOR while Active Protection Systems were enabled
\n
Fixed an issue where aiming within a tank could become problematic while looking at smoke
\n
Parts of aircraft would sometimes animate in the wrong direction, we've turned them around so now they'll be rotating on the correct axis
\n
Fixed an issue that would allow drivers in the MAV to be able to ADS while in 1P view
\n
Fixed an issue that was causing overheat circle to wrongly display while using the Howitzer cannon on the EBLC-RAM
\n
Fixed an issue that was causing vehicles such as the LATV4 and LCAA Hovercraft from receiving too much damage when colliding with various objects around a map
\n
Overheat and cooldown states are communicated with red in the crosshair HUD circle
\n
For the MD540 Nightbird, we have lowered the ground pull effect and tweaked the force, may it be with you always
\n
Fixed an issue when deploying into a vehicle that would cause the camera to briefly go inside the vehicle and look weird
\n
Calling in a LCAA Hovercraft on top of a tank will propel the tank high in the sky or under the map. Physics are weird sometimes
\n
The LATV4 has had its swole levels reduced and can no longer ram tanks (Thanks for the intel, Carpo!)
\n
The \"Unassigned\" UI is no longer present in 1p view after repeatedly switching the seats on AAV-7A1 AMTRAC
\n
Smoke Launcher VFX is now more accurately aligned across game clients
\n
Active Protection Systems no longer block damage from C5 or AT Mines
\n
Fixed an issue where the spotter seat on the MD540 Nightbird would only update the minimap and not provide the in-world spot
\n
Improved behavior while flying the MD540 Nightbird with Helicopter control assists disabled
\n
Improvements made to the VFX on fighter jets
\n
Animated leading edge flaps on the F-35E Panther and SU-57 FELON
\n
Updated and overhauled locking ranges and behavior of all locking weapons when laser designated
\n
Tweaks to the vehicle HUD and crosshair, including updating alpha channels and ensuring decorative HUD elements are less visually impacting to players
\n
\n
\n
Specialists & Gadgets
\n
\n
\n
Fixed an issue where weapon meshes could be seen breaking after throwing Sundance's Smart grenade
\n
Fixed an issue where the Throwing knife was visible floating on player when being headshot with throwing knife
\n
Fixed FPS drops when ADSing with the XM370A on Stranded and Hourglass on previous generation systems
\n
The XM370A now has SFX for when its projectile is traveling in the air
\n
Fixed an issue where Ammo was present in empty magazine when reloading the XM370A
\n
Fixed a bug with Falck’s Stim Pistol where it could get stuck in self- heal animations
\n
Fixed a bug where players were able to resupply from ammo bags while inside a vehicle
\n
Fixed an issue where players who were manning the Mounted Vulcan in smokes would have their animations break
\n
Added Missing Gadget descriptions for Lis and Zain in Hazard Zone screen
\n
Fixed issues where Players were able to spot insertion beacons through the wall
\n
Fixed an issue where Irish shield couldn't be deployed in tight corridors
\n
Fixed an issue where the camera would shake when using the Raos' Cyber Warfare Suite after switching from main weapon
\n
Fixed an issue with Broken Hit animations when hitting Dozer while he's using the Ballistic Shield
\n
Fixed a bug Hacked/EMP icon was missing on enemy gadgets
\n
Fixed situations where Paik's EMG-X Scanner overlay does not immediately disappear when entering a vehicle
\n
Fixed an issue where the Insertion Beacons could be seen through the floor of the building near A2 on Kaleidoscope, Conquest
\n
Fixed a bug where the Prox Sensor grenade in-world Icon was not displayed on the grenade
\n
Fixed a bug where Angel’s Loadout Crate were not being fully absorbed by the player and would bounce away (Eyes in the sky, people >:])
\n
Fixed a bug where Dozer's shield did not protect user against close range attacks
\n
Fixed abusable behaviors where players could progress on missions by damaging and repairing their own gadget
\n
Fixed a bug where when you would cancel self-heal with Med-Pen audio keeps playing
\n
Fixed a bug where the player was unable to pick up Mounted Vulcan after dying/redeploying
\n
Heal needed UI Icons are now visible for non support characters with the health create, without first having to deploy the health create
\n
Fixed issues with Grenade throw animations not playing correctly
\n
Fixed an issue where after fragmentation the grenades would get stuck into the ceilings
\n
Open and character gadgets can now not be placed on top of bushes
\n
Fixed a bug where Rocket Launchers would deal no damage on a user mid vault
\n
World Log event messages for vehicle repair and Angels' ammo resupply now informs who is doing the action
\n
Fixed a bug where after exiting the OV-P Recon Drone, the Enter hint would remain displayed on the screen
\n
Fixed an issue where Zain's trait would trigger in vehicles with closed seats
\n
\n
\n
Audio
\n
\n
\n
Fixed an issue where requesting orders from a dead squad leader would default to MacKay
\n
Several Voice Over improvements have been included around ping reviving and canceling pings
\n
Airstrike voice over lines have been added
\n
Added Audio improvements for the XM370A, including new projectile sounds for the Airburst
\n
Fixed an issue where audio keeps playing when you cancel self-heal with Med-Pen
\n
Fixed an audio issue when reloading after an empty reload
\n
Fixed an issue where sound effects were not triggering when reloading the DM7 while running/walking during the first part of the reload
\n
Added hit reaction camera shake and bullet damage sound polish
\n
Fixed an issue where no call-in audio is played when calling in the EMKV90-TOR
\n
Fixed an issue where distant warfare sound effects were still present during EOR screen
\n
\n
\n
Portal
\n
\n
\n
Added the S3 map, Spearhead, as an available map under the Custom Conquest Portal mode.
\n
Added the S3 Battle Pass Weapon, Rorsch Mk-4, to the InventoryPrimaryWeapons block
\n
Added the S3 Battle Pass Vehicle, EMKV90-TOR, to the Vehicles block
\n
Added the S3 specialist, Zain, to the PlayerSoldiers block
\n
Added Zain's specialist Gadget, XM370A, to the InventoryCharacterSpecialties block
\n
Added the S3 Battle Pass Weapon, NVK-P125, to the InventorySecondaryWeapons block
\n
Added the S3 Battle Pass Throwable, Throwing Knife, to the InventoryThrowables block
\n
Added the S3 Battle Pass Weapon, NVK-S22, to the InventoryPrimaryWeapons block
\n
\n
\n
Progression & XP
\n
\n
\n
Reviving a teammate that has requested it will now reward you with Request Fulfilled XP
\n
Increased the XP from \"Match Reward\" in Hazard Zone by 50%
\n
Increased the XP from successfully destroying an MCOM in Rush from 150 to 300
\n
Solo & Co-Op XP Changes
\n
\n
Enabled all Ribbons, but at 40% XP value.
\n
Doubled \"Round Actions\" XP cap, but each action gives 50% reduced XP.
\n
\n
In Rush, the Scoreboard now shows the correct objective icon for Attackers and Defenders
\n
Fixed an issue with displaying the Player Levels correctly at the End of Round Progression screen
\n
Fixed an issue where the unlock requirement progress for an already unlocked Player Card item would look like it had been reset
\n
Fixed an issue where the wrong unlock requirement would be displayed on attachments
\n
Fixed an issue where an item would show up as new even if you had previously unlocked it in a different way
\n
Improved scenarios where people look like they are awarded 0 XP at end of the round
\n
","body@stringLength":"36709","rawBody":"
\n\n
Hey everyone,
\n\n
It has been a joy seeing your reactions to Season 3: Escalation and exploring Spearhead as you’ve been fighting it out through the Cubes with the Rorsch Mk-4, or dominating from afar with the EMKV90-TOR.
\n\n
Thank you for playing Battlefield™ 2042 Season 3: Escalation and sharing your thoughts and gameplay with us!
\n\n
Update #3.1.0 brings further Quality of Life improvements alongside the Manifest Rework and goes live across all platforms on 07/12 @ 09:00 UTC
\n
What’s new Update Season 3.1?
\n
Here is an overview of the changes and improvements in this Update:
\n\n
\n
Map Rework: Manifest
\n
New Vault Weapons: M416, M240B, M93R
\n
Gameplay Responsiveness Improvements around Weapon Reload Animation and Audio
\n
\n
Tensions rise around Nordvik
\n
But first, we’re taking a quick moment to confirm that our next Mid-Season Event is incoming in the following weeks.
\n
\n
It will take place over the course of three weeks with each week introducing a new set of earnable cosmetics and new mode to play through.
\n
\n
Stay tuned for more details!
\n\n
\n\n
When can you expect our next game update?
\n
After the Mid-Season Event, the next Update is scheduled towards the end of January.
\n
\n
Before that and as we approach the Holiday Season, we’re wishing you the most heartfelt Happy Holidays. Thank you for your continued support throughout this past year.
\n
\n
Take care, stay safe and we’ll see you on the Battlefield.
\n
\n
//The Battlefield Team
\n\n
Stay Informed
\n
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.
\n\n
Content
\n
\n
Manifest
\n
Our main focus with the rework of Manifest is to ensure it becomes more streamlined and offers up a tighter game space, this has also given us an opportunity to do a complete pass throughout the location and provide stronger themes to previously underutilized spaces.
\n\n
\n\n
Across the main gamemodes we have adjusted and added flag spaces to reduce travel times and create stronger paths and frontlines as you make your way towards those capture points.
\n\n
\n\n
Points of Interest:
\n
\n
Container Yard - North: The northern container yard has seen further military presence buildup, with the location now becoming an ad hoc refueling station for the ongoing conflict. The paths leading to and from the flag have been improved while the flag placement has been repositioned slightly towards the Quay.
\n
\n
Quay: As conflicts continue, the Quay has been treated to increased military defense encampments, with two new spaces on either end of the Quay. These locations act as Capture Points in certain modes, and when they aren’t in use they act as staging posts for entry onto the boats themselves.
\n
\n
Container Yard - South: This location has been moved closer to the action around the docked boats, with pathing improvements and further military buildup taking place throughout.
\n
Weather Station: Time has not been a worthy ally for the Weather Station after recently suffering from a ground attack, one of these stations now sits in a burning ruin. The surrounding hillside has also received a traversal pass alongside additional light sources and ziplines to allow for increased traversal opportunity.
\n\n
Vault Weapons
\n\n
\n\n
M416 - Battlefield 3
\n
The M416, a fan-favorite from Battlefield 3 makes its way to the Weapon Vault. It’s compact and light AR with a good damage profile capable of taking out targets at mid-range.
\n
\n
Unlock Assignments:
\n
\n
Kills and Assists with the M416 or the PBX-45: 100
\n
Kills with Assault Rifles or Teammates Revived: 60
\n
\n
\n\n
M240B - Battlefield 3
\n
The M240B is a powerful machine gun that becomes a monster when mounted on a bipod, having great bullet velocities that allow you to engage targets at medium to long ranges
\n
\n
Unlock Assignments:
\n
\n
Kills and Assists with the M240B or the Avancys: 100
\n
Kills with LMGs in a Round: 20
\n
\n
\n\n
M93R - Battlefield 3
\n
The M93R, is a Burst fire sidearm that devastates at close range but with accuracy quickly deteriorating under sustained fire. Get up close and personal with this sidearm to deal its best damage
\n
\n
Unlock Assignments:
\n
\n
Kills and Assists with the M93R or the G57: 100
\n
Kills in a Round with Secondary Weapons: 8
\n
\n
Changelog
\n
\n
Gameplay Improvements
\n
\n
You are now able to dynamically change the zoom radius of the minimap via keybind
\n
Improved hit registration against soldiers on moving platforms or vehicles
\n
Resolved an issue where a vault animation could play on top of a reload animation
\n
Further improvements to improve responsiveness around weapon deploy and undeploy animations, aiming down sight, sprint traversal and reduced the time around enter soldier movement speeds these changes will be particularly felt on animation
\n
Improved responsiveness on transition into movement from standing still
\n
Fixed an issue where it was possible to skip the traversal sprint recovery time
\n
Fixed animation not playing properly when entering vehicles through entrance that is high above the ground
\n
Resolved an issue where the Character is stuck in downed state after dying during a takedown and then getting revived
\n
Fix a rare issue that could make the player stuck in a limbo state after dying during a takedown
\n
Making hit reactions more pronounced to improve the shooting experience
\n
Fixed an issue where Sundance may have a more bouncy landing via their Wingsuit than anticipated
\n
Fixed a bug where landing with the wingsuit on a fence shortly after activating could cause lethal fall damage
\n
Fixed an issue with Blood Splatter not appearing correctly when shooting enemy soldiers
\n
Fixed an issue causing blood spatter effects to appear in unintended places
\n
Added blood mist elements to the regular body and head shot impacts on soldiers to better convey that you hit an enemy
\n
Fixed a bug where you could attach to a rope through thin walls
\n
Fix for left hand animations breaking after entering a vehicle from traversal sprint
\n
Fixed a bug when traversal sprinting into water could make the swimming animation break
\n
Fixed an issue where you could sometimes see floating weapon parts after throwing a smart grenade
\n
\n
Maps
\n
\n
Renewal
\n
\n
Adjusted the Capture Zone for Sector A and B to encourage a smoother flow of gameplay as an Attacker.
\n
\n
\n
Kaleidoscope
\n
\n
Removed C1 and G1 Capture Points on Conquest Large, and merged the subsequent capture area into nearby Capture Points. The win rate was balanced towards one side unfairly with Kaleidoscope, and these changes should hopefully improve and encourage a more natural flow of play throughout
\n
\n
\n
Stranded
\n
\n
Tweaked ticket count for Conquest to encourage a slightly longer duration of match time
\n
Adjusted the combat area and out of bounds limits on Breakthrough, for the last sector
\n
Defender HQ has been moved closer to the flag on Breakthrough, for the last sector
\n
Adjusted the HQ area and out of bounds limits for the first sector on Rush
\n
The MCOM for the first sector has been relocated out of the hanger on Rush
\n
Made improvements to other MCOM positions to improve attacking flow for Rush
\n
Fixed an instance of flickering terrain when in low flying aircraft around D1
\n
Fixed the ability to hide in in-world stationary Tanks near the C1 Objective
\n
Fixed level of detail issue on destroyed showroom screens
\n
We’ve placed extra lubrication on the crane rails for the Shipping Container grabber inside the ship, this means it shall no longer be jittery in motion and should be much smoother!
\n
\n
Manifest
\n
\n
Fixed a rare issue that allowed grenades to fall through the ground
\n
Resolved a visual issue where flying close to the incoming storm on Manifest would result in a black vignette around the screen
\n
A melee attack to a chair in the office suite will no longer destroy the entire desk, we have yet to invent Adamantium as part of your arsenal loadout
\n
Fixed audio issue where metal scaffolding throughout the level did not sound correct to its material type
\n
Improved lighting draw distance scenarios for the Toll Station at distance
\n
Fixed issue in FFA where players got deployed under the map on small layout
\n
Fixed issue where enemies could be seen deploying in the same spot
\n
Fixed issue where the Spawn Beacon could be placed after crawling under containers
\n
Fixed issue where the lighting poles on the map remained lit after being destroyed.
\n
Fixed an instance of lighting draw distance inside the Storage Facility
\n
\n
Spearhead
\n
\n
Further improvements to the initial spawning phase on Rush
\n
Fixed some debris issues when the Landed Drone’s propeller was destroyed
\n
Fixed an issue where at certain angles during the downed-state, some water sources could disappear
\n
Fixed an issue where players were not taking damage from fire around the tire piles
\n
Fixed issue where several entrances of the cube buildings were very darkly lit
\n
Sealed the roof of the tunnel so rain no longer appears inside it
\n
Fixed Printer Boxes issue where the robotic arm was still functional after the printer box got destroyed
\n
Fixed issue where Deploy Point UI was missing from the Deploy screen on FFA
\n
Fixed issue where a stack of four yellow tank containers were floating inside the E2 flag
\n
Fixed issue where killcam transition to deploy screen showed the whole interior of the building when dying inside C2 & E1 buildings
\n
Fixed some minor tree clipping issues around vents and containers
\n
Fixed issue with movers where Ammo/Health crates would not get destroyed when a Mover passing over them
\n
Fixed level of detail issues for base of robot arm after the yellow robots were destroyed
\n
Fixed issue with unnatural stretched ground texture placed near the tunnel entrance
\n
Fixed issue where it was possible to destroy the ruin state of Nordvik water tank
\n
Fixed audio issue where the distant warfare on Spearhead was still present during end of round screen
\n
\n
AI
\n
\n
\n
Given each AI Soldier a navigation manual that should help them through the road between Sector D and E with more ease on Spearhead
\n
With this navigation manual, we have also told them to look out for small objects and not to get confused by them on Spearhead
\n
Fixed an issue where AI could get stuck navigating through the Ventilator Zone on C2 and E1 on Spearhead
\n
Given driving instructions for AI driving larger vehicles for Rush on Spearhead
\n
Fixed issues where AIs were unable to climb ladders on Spearhead’s Capture Point E2
\n
\n
\n
Weapons
\n
\n
\n
Toggle Optics should now be listed for the NVK-NXT 2X scope in the Rorsch Mk-4 collection menu
\n
Fixed an issue that was causing the PKS-07 to clip through the camera when equipped on the A-91
\n
Fixed an issue that allowed the primary scope on the Rorsch Mk-4 to float slightly above the weapon on PlayStation 4
\n
Fixed an issue where flashlights or lasers would sometimes be visible on secondary weapons and gadgets
\n
Fixed an issue where the HUD would sometimes fail to load after switching attachments on weapons
\n
Fixed an issue that was causing laser beams to be misplaced at different FOV values
\n
Ensured that the sound effects are aligned with the firing of the 12M Auto
\n
Subsonic magazine no longer interferes with other magazines ammo capacity on the VCAR
\n
Subsonic mesh is visible when swapping from other magazines on the VCAR
\n
Fixed an issue that was causing a broken weapon position to be displayed on the M16A3 while prone and using the M26 underbarrel attachment.
\n
MP412 Rex now has the intended rate of fire.
\n
AKS-74u now has the intended rate of fire.
\n
Fixed an issue where the MP9 shooting animation while ADS would break when exiting a vehicle.
\n
Added several missing weapon attachments to Portal.
\n
VCAR magazines now have the intended color.
\n
Fixed orientation of the TV 2x Sight within the icon on the AK24.
\n
Minor VFX tweaks to the PF51
\n
Improvements made to the Rorsch Mk-4 trail FX
\n
An additional layer of Animation polish has been applied to the M16A3
\n
Updated textures on the Avancys iron sights while viewing them from view
\n
We have updated several elements of our weapons to improve the overall 'feel' of them. This includes work across our Reload Animations which should make all weapons, across the entire game, feel a lot more snappier and responsive.
\n
\n
\n
Vehicles
\n
\n
\n
Call-in audio now plays when calling in the EMKV90-TOR
\n
Updated the description of the Active Protection System to convey that it does not block close range projectiles
\n
Fixed an issue where VFX was not displaying correctly when Active Protection Systems were firing
\n
Fixed an issue where vehicles could have a repeating wet pattern on them
\n
Fixed an issue that was preventing deployable gadgets such as the Spawn Beacon from being placed closed to either of the EBLC-RAM or EMKV90-TOR while Active Protection Systems were enabled
\n
Fixed an issue where aiming within a tank could become problematic while looking at smoke
\n
Parts of aircraft would sometimes animate in the wrong direction, we've turned them around so now they'll be rotating on the correct axis
\n
Fixed an issue that would allow drivers in the MAV to be able to ADS while in 1P view
\n
Fixed an issue that was causing overheat circle to wrongly display while using the Howitzer cannon on the EBLC-RAM
\n
Fixed an issue that was causing vehicles such as the LATV4 and LCAA Hovercraft from receiving too much damage when colliding with various objects around a map
\n
Overheat and cooldown states are communicated with red in the crosshair HUD circle
\n
For the MD540 Nightbird, we have lowered the ground pull effect and tweaked the force, may it be with you always
\n
Fixed an issue when deploying into a vehicle that would cause the camera to briefly go inside the vehicle and look weird
\n
Calling in a LCAA Hovercraft on top of a tank will propel the tank high in the sky or under the map. Physics are weird sometimes
\n
The LATV4 has had its swole levels reduced and can no longer ram tanks (Thanks for the intel, Carpo!)
\n
The \"Unassigned\" UI is no longer present in 1p view after repeatedly switching the seats on AAV-7A1 AMTRAC
\n
Smoke Launcher VFX is now more accurately aligned across game clients
\n
Active Protection Systems no longer block damage from C5 or AT Mines
\n
Fixed an issue where the spotter seat on the MD540 Nightbird would only update the minimap and not provide the in-world spot
\n
Improved behavior while flying the MD540 Nightbird with Helicopter control assists disabled
\n
Improvements made to the VFX on fighter jets
\n
Animated leading edge flaps on the F-35E Panther and SU-57 FELON
\n
Updated and overhauled locking ranges and behavior of all locking weapons when laser designated
\n
Tweaks to the vehicle HUD and crosshair, including updating alpha channels and ensuring decorative HUD elements are less visually impacting to players
\n
\n
\n
Specialists & Gadgets
\n
\n
\n
Fixed an issue where weapon meshes could be seen breaking after throwing Sundance's Smart grenade
\n
Fixed an issue where the Throwing knife was visible floating on player when being headshot with throwing knife
\n
Fixed FPS drops when ADSing with the XM370A on Stranded and Hourglass on previous generation systems
\n
The XM370A now has SFX for when its projectile is traveling in the air
\n
Fixed an issue where Ammo was present in empty magazine when reloading the XM370A
\n
Fixed a bug with Falck’s Stim Pistol where it could get stuck in self- heal animations
\n
Fixed a bug where players were able to resupply from ammo bags while inside a vehicle
\n
Fixed an issue where players who were manning the Mounted Vulcan in smokes would have their animations break
\n
Added Missing Gadget descriptions for Lis and Zain in Hazard Zone screen
\n
Fixed issues where Players were able to spot insertion beacons through the wall
\n
Fixed an issue where Irish shield couldn't be deployed in tight corridors
\n
Fixed an issue where the camera would shake when using the Raos' Cyber Warfare Suite after switching from main weapon
\n
Fixed an issue with Broken Hit animations when hitting Dozer while he's using the Ballistic Shield
\n
Fixed a bug Hacked/EMP icon was missing on enemy gadgets
\n
Fixed situations where Paik's EMG-X Scanner overlay does not immediately disappear when entering a vehicle
\n
Fixed an issue where the Insertion Beacons could be seen through the floor of the building near A2 on Kaleidoscope, Conquest
\n
Fixed a bug where the Prox Sensor grenade in-world Icon was not displayed on the grenade
\n
Fixed a bug where Angel’s Loadout Crate were not being fully absorbed by the player and would bounce away (Eyes in the sky, people >:])
\n
Fixed a bug where Dozer's shield did not protect user against close range attacks
\n
Fixed abusable behaviors where players could progress on missions by damaging and repairing their own gadget
\n
Fixed a bug where when you would cancel self-heal with Med-Pen audio keeps playing
\n
Fixed a bug where the player was unable to pick up Mounted Vulcan after dying/redeploying
\n
Heal needed UI Icons are now visible for non support characters with the health create, without first having to deploy the health create
\n
Fixed issues with Grenade throw animations not playing correctly
\n
Fixed an issue where after fragmentation the grenades would get stuck into the ceilings
\n
Open and character gadgets can now not be placed on top of bushes
\n
Fixed a bug where Rocket Launchers would deal no damage on a user mid vault
\n
World Log event messages for vehicle repair and Angels' ammo resupply now informs who is doing the action
\n
Fixed a bug where after exiting the OV-P Recon Drone, the Enter hint would remain displayed on the screen
\n
Fixed an issue where Zain's trait would trigger in vehicles with closed seats
\n
\n
\n
Audio
\n
\n
\n
Fixed an issue where requesting orders from a dead squad leader would default to MacKay
\n
Several Voice Over improvements have been included around ping reviving and canceling pings
\n
Airstrike voice over lines have been added
\n
Added Audio improvements for the XM370A, including new projectile sounds for the Airburst
\n
Fixed an issue where audio keeps playing when you cancel self-heal with Med-Pen
\n
Fixed an audio issue when reloading after an empty reload
\n
Fixed an issue where sound effects were not triggering when reloading the DM7 while running/walking during the first part of the reload
\n
Added hit reaction camera shake and bullet damage sound polish
\n
Fixed an issue where no call-in audio is played when calling in the EMKV90-TOR
\n
Fixed an issue where distant warfare sound effects were still present during EOR screen
\n
\n
\n
Portal
\n
\n
\n
Added the S3 map, Spearhead, as an available map under the Custom Conquest Portal mode.
\n
Added the S3 Battle Pass Weapon, Rorsch Mk-4, to the InventoryPrimaryWeapons block
\n
Added the S3 Battle Pass Vehicle, EMKV90-TOR, to the Vehicles block
\n
Added the S3 specialist, Zain, to the PlayerSoldiers block
\n
Added Zain's specialist Gadget, XM370A, to the InventoryCharacterSpecialties block
\n
Added the S3 Battle Pass Weapon, NVK-P125, to the InventorySecondaryWeapons block
\n
Added the S3 Battle Pass Throwable, Throwing Knife, to the InventoryThrowables block
\n
Added the S3 Battle Pass Weapon, NVK-S22, to the InventoryPrimaryWeapons block
\n
\n
\n
Progression & XP
\n
\n
\n
Reviving a teammate that has requested it will now reward you with Request Fulfilled XP
\n
Increased the XP from \"Match Reward\" in Hazard Zone by 50%
\n
Increased the XP from successfully destroying an MCOM in Rush from 150 to 300
\n
Solo & Co-Op XP Changes
\n
\n
Enabled all Ribbons, but at 40% XP value.
\n
Doubled \"Round Actions\" XP cap, but each action gives 50% reduced XP.
\n
\n
In Rush, the Scoreboard now shows the correct objective icon for Attackers and Defenders
\n
Fixed an issue with displaying the Player Levels correctly at the End of Round Progression screen
\n
Fixed an issue where the unlock requirement progress for an already unlocked Player Card item would look like it had been reset
\n
Fixed an issue where the wrong unlock requirement would be displayed on attachments
\n
Fixed an issue where an item would show up as new even if you had previously unlocked it in a different way
\n
Improved scenarios where people look like they are awarded 0 XP at end of the round
\n
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That's nice to see the game making a comeback on track but there are still things that needed for a full battlefield experience.
◆ Core Battlefield Features Needed:
Classes: confirmed that it will return in mid season 3
Assist Counts as Kill
Squad Management: Being able create squad making it public/private and switching to another squad
Ability to dive in water while swimming
Auto Wall Peeking when ADS
All channel in chat
Platoons with custom emblems: can also be monetized by selling platoon emblems premium elements & Frames in store
◆ Game Settings Needed Options:
Resolution scale
DirectX 12 toggle on/off
Change Game Menu Language
Change Voice Language
◆ Quality of life Improvements:
Soldier movement animations need to be smoother while running & overcoming obstacles like bf 1 & bf V
Weapons & vehicles setup need to be saved
Return Defibrillator bf3 & bf4 mechanism that provides a trade off between rev time & hp restored by charge time
Small objects destruction improvements:
Traffic Cones should move when hit by knife or bullet instead of exploding
Car tire should be flatted when it get shot instead of making the entire wheel get out
More destruction events that change map during match is needed like in bf4
Change music in match and match end to be aggressive with more bass and faster tempo
Firing range is needed
If I joined a party while in game just ask to confirm leaving when squad leader join a game
Discord Presence: game icon & current match info
◆ Nice to have:
Make all bf3 & bf2 vault weapons shared to be able to use in bf2042 loadout as some iconic weapons are needed like: M416, SCAR-H, AEK-971, AN-94, M60, Gul Magnum
Add some of the best bf4 & bf3 maps to all game modes:
Siege of shanghai
Flood zone
Pearl market
Operation locker
Operation metro
Gulf of Oman
Wake island
Caspian border
Hope this feedback helps shaping the future of this game & make it better. Keep up the good work guys.
Still no fix for EBLC-RAM/EMKV90-TOR APS that cannot block Russian's AGM missile launched from all Russian aircraft, and bomb from all stealth chopper? I didn't see this fix in patch note.
I would also add a bug reporting system like many games, for example fortnite where you report a bug by filling out a form, facilitating direct player-developer contact because the problem I see in the forums is that developers don't always read reports.
Where is the update, it is 11:25 am here, I still dont see it on Origin. In Twitter it says Update #3.1.0 for #Battlefield2042 goes live across all platforms tomorrow, Dec 7 @ 08:00 UTC but in here 09:00 UTC, guess the latter is true...
Another update with nothing televent being addressed.
I seriously question the intentions of the devs now and also their ability to identify issues, listen to their player base (who actually do the testing for them!), and their interest in addressing issues that have been mentioned again and again by the community.
Clearly, this game will never be able to fulfil its potential.
Shame.
Think I’ll stop mentioning issues that need addressing now.
So no fix for the lag caused by the TN spiking that you introduced in update 3.0? Great so I guess we'll have to wait until well after January for that fix.
Forced to apply update. Now game wont launch. Uninstalled, Reinstalled no go. Installed Nvidia and MS updates. Removed Battlefield 2040 folder in Documents folder. Tried running as admin. Nothing works. I can see Anti-cheat launch and then nothing. In Resource monitor I see BF2040-launcher, then BF2040.exe then BF2040 terminates. Other than the anti-cheat, nothing pops up on my screen. Very frustrating when the game was working fine prior to the update.
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