January 2022
January 2022
January 2022
@Straatford87 wrote:No-Pats,
We hope you all had a good holiday break! Now that the team is back, we've since been hard at work preparing the next updates for you.
Update #3.2 will be available on January 20, and contains further bug fixes and stability improvements to resolve occurrences of game crashing.
You’ll find fixes for hit registration issues related to Sundance and vehicle passenger weapons. We’re also resolving several soldier gameplay-related issues, such as rubberbanding when running behind friendlies, or being stuck in a downed and alive loop.
We’ve also got more Battlefield Portal changes set to go live alongside this update that will enable more servers and game types to progress on Mastery and Weekly Missions. Read more on those changes, here.
These updates are part of our continued commitment to address your feedback related to resolving bugs and improving gameplay. Currently scheduled for February, we’ll follow-up with another update focused on Quality of Life improvements. This will also include enhancements to the Scoreboard, which you can learn more about here.
We’ll continue to keep you informed on the roll out of Update #3.2 via the @BattlefieldComm Twitter account. You can also follow along with our tracking of Known Issues and game changes that we’re able to make in real time on our Battlefield forums.
The Battlefield team
Update 0.3.2
Fixes, Changes, and Improvements
General
- Fixed an issue where leaving a party during matchmaking could make the game unresponsive
- Fixed an issue where connecting to EA servers after signing up with a new account would not work on the first attempt
- Updated behavior of the quit button during gameplay so it now returns you to the correct screen
- Fixed an issue where the loading music would stop playing during level load
Soldier
- Fixed a rare occurrence where after landing with the Wingsuit, hits wouldn’t always register on some parts of Sundance’s hitbox
- Fixed occurrences of rubberbanding when running behind friendly players
- Fixed a rare issue that could cause you to be stuck in both an alive, and downed loop
- Fixed a variety of issues with attaching to ladders that could cause you to get stuck in a state where you could fly away or lose control of your Specialist
- Fixed an issue where soldier movement speed was impaired by nearby explosions that spawned craters
- Fixed an issue where camera shake and audio for landing would unintentionally trigger when dropping from very small heights
- Fixed an issue where weapons from a Loadout Crate would sometimes inherit ammo from the previously selected weapon
- Fixed an issue where being spotted when firing a weapon would spot you for too long
Stability
- Added multiple fixes to improve overall game stability
- Fixed a rendering related crash that could occur for AMD Radeon VII users while Sundance was visible on screen
Weapons
- Sniper and SOFLAM scope glints now show from a further distance
Vehicles
- Fixed an issue where passenger weapons would no longer be in sync whenever the driver’s turret would rotate, causing bullets to not register when firing at enemies
- M1A5, T28 - improved the effective range and reduced spread on Canister Weapon Pod
- Reduced Bullet Spread from 1.6 -> 1.1
- Increased Damage Fall Off Distance from 35 -> 40
Battlefield Hazard Zone
- Fixed a black rectangle being present on screen during Hazard Zone end of round when hitting quit at the level progress screen
Battlefield Portal
- The Server Info tab now persists after hitting Refresh in the Portal Server Browser
- Fixed an issue where text would overlap when joining a Team Deathmatch game during the end of round sequence
- Rules Editor - the “IsInventorySlotActive” value now correctly handles melee weapons
- Certain admin commands can no longer be spammed
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.
PLEASE DICE, Add mouse and keyboard support for consoles.. otherwise you will keep losing players
January 2022
I wanted to provide some feedback on the scoreboard...
Initial impression is that it is way too confusing. Like, really really bad. I like the direction you're heading in, but this current model needs some serious work.
- Match overview
The E flag icons are confusing. What information am I gaining by seeing the three individual E flags that I don't get from the red E icon below it? What happens when the enemy has multiple flags captured? Why focus on E?
What benefit does the "Sector control" and "Deaths" fields provide that I don't already get from the ticket counter? With 128 players and that high of ticket count, there is no benefit to the player in seeing that the enemy has died 109 times.
For this section, less is more. Get rid of any excessive UI information that doesn't provide actionable context to the player.
- Player list
This needs the most work. I'm glad you decided to start showing leaderboard information across both teams, but showing 1-19 makes no sense. I also don't understand why you decided to show 37 through 43 to highlight the active player either. I do like the idea behind highlighting the active player and their squad at first glance so that you don't have to scroll through the whole list to find your squad scores, but breaking out the active player into a chunk of 7 is just confusing.
I'm also not a fan of including both teams in a single column. I like knowing that I'm top of my team, not necessarily top of the server. In your example TheFlyingWelshman is doing work for their team, but they're in 7th place which is a feel bad for that player.
- Tally scoreboard
What does that even mean? How does score impact xp? What does a score of 40 mean for my progression? I understand that it's an accumulation of the stat weight scores, but why are you adding math into a score system that is completely separate from progression? 40 score = 14 kills x 2 + 12 assists x 1. Don't make me do math to see how I progress.
- Stat weight
I like the idea of weighting player actions to encourage objective play, but I don't understand why you decided to make it a "score" and not just straight XP. Get rid of stat weight and just make it clear that 1 kill = 100xp, 1 capture = 300xp, 1 assist = 50xp and then just have that xp in the score column. "40" means nothing to me, but "2000xp" is very relevant to my interest in progression.
- Squad and active player
Mentioned this above. I like highlighting squad and active player even if they're too low to appear in the initial list. I don't like how the active player is in a group of 7 for some odd reason.
- Ribbon progression
Not enough information here. I like it in terms of layout and position, but there needs to be more context i.e. "1200/3000" so I know I need 1800 more xp in that category to get the ribbon. Should also include a count for when the player manages to score enough points for multiple ribbons in a single category.
It's definitely an improvement from what we have now, but needs a ton of work. Thanks for your continued effort.
January 2022
The fixes are nice, but it's still disappointing.
Nothing on performance-optimizations, what about the UI, you cannot see enemies because of icons all over the screen and the audio is totally broken.
January 2022
Fair response but I believe his issue with the change squads is that he can't choose what squad to go to. He can't make a new empty squad. Even if he could, as far as I understand it its impossible for people to join on their friends if they are in a match.
January 2022
January 2022
January 2022
January 2022 - last edited January 2022
Finally! We’ll see the guy with the soflam! I honestly don’t even know how they looked. Is there anything in the works for the soflam team though? Right now it only takes one person with a M5 recoiless to take down any helicopter with one shot when someone is using soflam. In fact one person using angel can do it with this tactic. One last issue, can you please fix the missing aircraft upgrades? I still cannot add the self repair to the super hokum attack helicopter no matter how many kills I get. By the way, awesome work so far, keep it up.
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