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Sneak Peek at Battlefield V Tides of War Chapter 1
Forum » Forums » News & Announcements Locked
Joined: 19th Nov 2018
Rank: Team Leader
Likes 1
29th Nov 2018

Hey Battlefield V Community,
There’s been a lot of great discussion within our community around potential updates to Battlefield V that will be released alongside the first Tides of War Chapter 1: Overture drop on Tuesday, December 4th. We want to get ahead of all the speculation by providing you some insight into what we have planned for release next week. (We did note that there was an overwhelmingly positive reception to current TTK as it sits and a desire to improve TTD.)
Before we get into it, you’ve probably seen some teasers hitting Battlefield social channels with glimpses into  Panzerstorm  (new map), the  Practice Range Vehicle Visual Customization , and the new War Stories episode:  The Last Tiger . And, as mentioned in the ‘ This Week in Battlefield V ’ article, the all-new Tides of War Chapter 1: Overture landing page has been pushed to Monday, December 3rd.
Okay… enough spiel. Let’s get into it!

First, the hottest topic being discussed is our vision with TTK (Time to Kill) and TTD (Time to Death). Give us a moment to clarify our intentions and how we are approaching these elements going forward.

Top TTK/TTD Facts You Should Know
  1. The upcoming Battlefield V Tides of War Chapter 1: Overture Update will not have any changes that impact the current TTK. However, there will be balance tweaks to weapons (see breakdown below).
  2. TTK and TTD are very closely linked. We’re seeing players die too often/too quickly and get frustrated because of it. So, we’re looking at how we can improve the experience for new players and veterans alike. This may lead to a perceived slower TTK.
  3. We’re investigating all elements that play into TTD, from netcode to damage feedback/other components that influence TTD perceptions.
  4. We want to achieve gunplay balance where the experience is healthy, where latency is in a good place in order to improve consistency experience across all platforms including PC and Console.
  5. We want to propose any TTK model changes to you, the community, and involve you in testing experimental changes with the goal of improving experience and create deeper gameplay potential.
Our Vision with TTK/TTD
As cited by Florian Le Bihan (Core Gameplay Designer) aka  /u/drunkkz3 :
QuoteThe TTD experience is one of our high priorities right now and there are a lot of important and complex pieces that are being investigated to identify any issues in that area, including netcode.
We are also expanding the scope of our investigation and improvements to other components that are directly related to the player experience when it comes to getting shot, receiving damage, etc.
Another important piece is that we want to closely look at how we can improve consistency of the gameplay across all platforms, but also consider how we can ensure that latency does not reduce the quality of that experience for all our players around the world.
As part of Battlefield V’s live service, we want to involve you in experimenting some changes that we believe could improve the overall experience and create a deeper gameplay.
The first experiment we want to run is a TTK change that we will be closely measuring soon.
This TTK experiment may take the following shape but may change as we’re still investigating how to approach. It may be proposed to players in-game by rolling out the new TTK changes globally to all players connecting to any server, while adding a new playlist accessible through the server browser where players can play the old (or as it is, current) TTK to compare the two experiences.
As always, we’re continuing development of Battlefield V with the community in mind. Stay tuned as we’ll announce when the proposed experiment is available in-game and details of the exact changes. ... ides_of_war_chapter/
Battlefield V Update Sneak Peek
Now, on to a laundry list of specific game elements that has been in discussion within our community as we lead into next week’s update release.
Please note that this is not fully inclusive of all updates being implemented. This is just a taste of what to expect. We will be releasing the full update notes prior to the update being released which will dive into all of the changes/improvements introduced.
  • Revive Mechanics With the update, we are providing improvements that will make the Revive experience better on both ends (for the “reviver” and receiving “revive”). We identified a few delays that prevented players to get full control after the animation was completed - this is now resolved and will virtually make the reviving experience “faster”. We want to see if what we are addressing improves the quality of the experience enough. Increasing the revive speed is something we still keep in mind but aren’t implementing just yet.

Medic Class Balance
  • We will be introducing some weapon balance changes that will help most of the Medic weapons to perform better at-range, more specifically for the slower rate of fire SMGs that struggled to find a good place where they could compete against other weapons like Assault Rifles or Light Machine Guns. All the specific changes can be found in the weapon notes below but here is an outline of the changes we targeted:Increased muzzle velocity and reduced bullet drag to allow more consistent range combat.
  • Increased the 5-hit kill range of SMGs to 30m instead of 25m.
  • Improved sustained fire accuracy of SMGs while aimed and stationary.

Weapon Balancing/Changes
  • DamageDecreased M1928A1 maximum damage to 25.1 (previously 30)
  • Increased the 3 hit kill range of the Gewehr 1-5 to 30 meters (previously 25 meters)
  • Increased maximum damage for the Sturmgewehr 1-5 and StG 44 to 25.1 (previously 24)
  • Reduced the range at which the Turner SMLE can kill with one headshot and one body shot to 30 meters (previously 35 meters)
  • Increased the 4 hit kill range of all assault rifles, LMGs, MMGs and SMGs to 10 meters (previously 9 meters) to make close quarter damage more reliable
  • Increased all SMG 5 hit kill range to 30 meters (previously 25 meters)
  • Slightly extended pistol damage drop-off distances
  • Bolt actions no longer deal slightly reduced damage when hitting the lower body or upper arms, this means the minimum damage will never go below 55 damage.

• Recoil
  • Increased horizontal recoil of the KE7 to 0.45 (previously 0.36)
  • Increased horizontal recoil of the M1907 SF to 0.41 (previously 0.39)
  • Decreased horizontal recoil of the STEN to 0.38 (previously 0.4) and increased the efficacy of the Ported Barrel specialization

• Specializations
  • Increased the effect of the Slings and Swivels specialization. Switching to your primary weapon is now an additional 50 ms faster for all weapons and firing after sprinting is allowed an additional 16 ms earlier for bolt actions, assault rifles, semi auto rifles and SLRs
  • Changed the specialization for the KE7. Recoil Buffer has been removed. Quick Aim has been added. Specialization tree has been reordered

• Reload
  • Increased the reload speed of the KE7. Base reload time is now 3.55 s (previously 3.75 s)
  • Increased the reload speed of the MG34 with the double drum magazine. Tactical reload is now 3.7 s (previously 4 s) and empty reload is 5.083 s (previously 5.5 s)
  • Increased the reload speed of the M1907 SF. Tactical reload is now 2.7 s (previously 2.9 s) and empty reload is 3.3 s (previously 3.5 s)

• Miscellaneous
  • Improved sustained fire accuracy of SMGs while aimed and stationary
  • Decreased sustained fire accuracy of assault rifles while aimed and moving
  • Increased muzzle velocity of all SMGs as follows:
  • MP34: 495 m/s (previously 450 m/s)
  • MP34 (High Velocity Bullets): 560 m/s (previously 520 m/s)
  • STEN: 495 m/s (previously 430 m/s)
  • MP40: 455 m/s (previously 400 m/s)
  • EMP: 420 m/s (previously 380 m/s)
  • MP28: 345 m/s (previously 320 m/s)
  • Suomi KP/-31: 330 m/s (previously 300 m/s)
  • M1928A1: 330 m/s (previously 280 m/s)
  • Decreased drag of SMG bullets from to 0.005 (previously 0.007) for regular bullets and 0.0035 (previously 0.005) for High Velocity Bullets

Dragging Downed Teammates
  • You will not see the ability to drag downed teammates with this update. We are still investigating feasibility around this mechanic.

Max Rank Company Coin Accrual
  • We have a backend fix we have proposed (server side, so no client update needed). We are still testing to ensure stability and will update everyone once it’s live.
  • We are also working on a way to retroactively award Company Coin for hours played at Max Rank and hope to have an update for you soon that we can share.

User Interface
  • Syncing Loadouts Across FactionsAlthough we won’t have improvements implemented for the upcoming update, we are actively working on a solution.

• ‘Apply All’ to Weapon Skins
  • This is coming in next week’s update!

• Airlifts
  • We’re currently working on an article that will clarify how Airlifts work, how many you get, and what types of contents they include. Thanks for the patience.

Endless EOR (End of Round)
Spectator Mode Improvements
  • Two new features added to Spectator Mode including:
  • “Look at Player” Free Camera Option - When enabled, the camera automatically rotates to always be looking at that soldier/vehicle that's selected in the center player card. You can still move the camera while this is enabled which we do in a couple parts of the video below. It should be useful for players that make cinematics since they can make some unique shots with it. Its’s also useful for broadcasting tournaments since broadcasters won't need to rotate the camera manually to follow a certain player.

• Source    

Its not the fall that defines us, its how we pick our self up after that does

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