Hello, Battlefield™ V players, and welcome to the second April update, rolling out on April 30th, 2019!
This update contains improvements over a wide variety of features, such as tweaks to vehicles, soldiers, and weapons. We’ve also improved Firestorm in several ways. Additionally, there are many other additions that will be enabled through the upcoming Tides of War missions.
Thank you for playing and see you on the battlefield!
Jaqub Ajmal Producer, Battlefield V (Twitter: @jaqubajmal)
Fixed the
Valentine Autoloader Specialization, which was unintentionally active even
if it wasn’t selected. After this change, Valentine Mk VIII tanks without
the Specialization will see a 10% decrease in rate of fire.
Fixed the
position of the muzzle flash from the gunner positions of multiple
vehicles.
Updated the
smoke screen effect for the Panzer 38t and Staghound. The smoke now lasts
longer and has more potential for creative use.
Made the vehicle
equipment smoke a bit more useful by increasing the area of smoke by
roughly 15-25%.
Improved the
visual effects for the 20mm cannon on the Panzer 38(t) and Staghound which
now have a red or yellow tint depending on if they are HE or AP rounds.
The bleed out
state is no longer triggered if players choose to redeploy while they are
in the top gunner seat of the Staghound.
Fixed a bug with
the Mosquito MK VI third person crosshair showing the incorrect missile
count if the user fired them all, then switched to first person, and once
again back to third person.
Tank Turret
speed revision: The heavy and medium tanks have had their base turret
speed increased and the power of the upgrade has been reduced from 125%
turn speed to 115%. We felt that the base turret speed was too slow, so
players were effectively required to pick the turret turn speed upgrade to
be competitive. By making this change, we enable more diverse builds
without sacrificing the physical feeling of the turrets. This change also
applies to AA tanks and tank hunters. Tanks should find that they are now
more able to brawl with infantry at close and medium ranges.
The Ju 88C’s
spotting camera can now be resupplied.
The Blenheim now
has 500 and 1000lb bombs instead of 250 and 500lb bombs. This change
should make the Blenheim more potent as a bomber and a better match for
the Ju 88. Additionally, the extra 40lb bomb upgrades are now mounted to
the fuselage centerline, allowing for more precise bombing runs.
The Blenheim's
.50 caliber gun upgrade has been replaced with a nose mounted .50cal gun
firing high explosive rounds. The HE rounds are more effective against
heavy aircraft and have explosive damage against infantry on the ground.
This change allows the Blenheim to function as a heavy ground attack plane
when specialized.
Fixed the bomb
camera not looking at the proper target position when using the Blenheim's
AT mine drop.
Swapped the
position of the AP rounds and the land mines for the 38t. The AP rounds
are now in the center of the tree and can be equipped with either gun
type.
Added an AP
cannon tracer for 20mm AP rounds.
The crater
impact has been reduced from the FlaK 38.
Players that are
using the top gunner position should no longer take as much damage from
explosions that are hitting the vehicle, but not directly the top gunner
position.
Improved tank
shells to also do damage to certain bushes.
Hull gunner
position has been added to the Flakpanzer IV.
Reduced AA
damage to fighters by 20%.
We had a bunch
of issues with damage vs fast moving vehicles that we fixed in this 3.2
update. One of the effects of fixing that was that damage against the
fighters with AA guns skyrocketed because of the fix in damage
calculation meant that fighters took consistent damage from AA. Prior to
this patch fighters could easily out fly AA since flying away from or
directly at the AA could escape the damage entirely, making them
untouchable. We fixed the untouchable aspect and then adjusted the AA to
an appropriate damage value for fighters. Fighters still take
significantly more damage than bombers. Additionally the improvement to
turret speeds for mobile AA guns meant they can track fighters better,
and also boosted their effectiveness vs fighters (ground AA guns don't
have turret rotation limitations in the same way since they are in fixed
positions).
Improved the
explosions and impact effects from airplane machine guns and cannons.
The Lattey sights are no longer missing a part of their
scope on the Sten when using the default skin.
The cooldown for the Syringe no longer breaks when
entering/exiting a vehicle.
Removed an unintended delay when switching between the
primary weapon and sidearm.
The Syringe should now always be visible when performing
a revive.
M30 Drilling: It is now possible to change the firing
mode during the first half second of a reload.
Switching firing modes and switching to secondary weapons
with a controller is now more responsive.
Changed the way camera recoil works. When firing, weapons
are now allowed to go a bit more off center. The true point of aim will follow
the weapon and is not fixed to the screen center. (This change note was
mistakenly included in earlier update notes, the actual change has been
implemented for this update.)
SMGs and assault rifles: Changed the way dispersion
increases while firing in ADS. The second, third, and sometimes fourth (for low
rate of fire weapons) are now more predictable while later shots are less
predictable. We also shortened the time it takes for dispersion to decrease
when no longer firing. This means short bursts are a bit more effective, while
long bursts or mag dumps are a bit less effective. (This change note was
mistakenly included in earlier update notes, the actual change has been
implemented for this update.)
Added more sounds for hitting objects with melee weapons
such as wood surfaces and vegetation.
Increased smoke thickness slightly and made coverage more
even for regular smoke grenades.
Fixed a bug that in rare cases would make placed gadgets
and called in supply drops suddenly disappear.
Improved netcode for bullet trajectories to prevent
tracers and the actual bullets from being out of sync when playing Firestorm,
as well as other netcode improvements that could previously cause inaccuracies
between the client and the server.
Fixed a bug that caused the M30 Drilling barrel to
disappear after firing the Panzerfaust and switching back to the M30 Drilling.
Fixed an audio issue for bayonet charges that in some
cases could get stuck.
The Revolver MK VI was missing one of its bullets in the
chamber when doing a reload while swimming in water. This has been fixed.
The Urban Blue skin no longer affects the extended
magazine size visually on the ZK-383.
Players no longer get damaged by AA fire if the
projectile detonates close by on a teammate.
Improved the animation when the player uses the bipod on
the Bren Gun.
Fixed a bug that would sometimes cause weapons to not
auto-reload after spending all the bullets right after having exited a vehicle.
AT Mines now also do damage to vehicles if the vehicles
trigger them while being upside down.
Improved explosive damage to do more consistent damage to
moving targets. This makes damage more predictable in scenarios such as using
Dynamite against a vehicle that is moving at high speeds.
Made shooting through barbed wire more
consistent.
During the past few months, we’ve received a lot of feedback from players about the landing roll feature introduced in Battlefield V. More specifically, the frustration of not having any control over it, to the point where players would just do their best to avoid a vault over obstacles that would result in a landing roll.
With this update, we are giving players full control over the landing roll with the goal to make it an interesting choice when traversing the world. This means:
Landing rolls aren’t tied to vault anymore. They can be
triggered from a simple fall by pressing the crouch button when hitting the
ground.
Players can trigger a landing roll if they hit the ground
from a high enough fall. However, attempting a landing roll after a fall from a
height that would normally be deadly will not be possible (Yep, Twisted Steel’s
bridge falls are still deadly! Aim for the water instead.)
A landing roll reduces fall damage by 40HP.
The first-person landing roll animation has also been
updated.
To balance out the heavy landings against the landing
rolls, we’ve also made the animations a lot shorter. This means you will now
recover much faster from a heavy landing fall.
We look forward to the feedback on this feature update and hope to see some creative use of the landing roll combined with the other traversal mechanics!
Other Soldier Updates
Disabled the vault fail hand reach animation (triggered when the obstacle is too high) when the player is moving with enough speed. This will reduce the amount of cases where players trigger that animation when not intended.
Players can now be revived after getting killed in a vehicle while playing Firestorm, Combined Arms, and multiplayer.
Suppression no longer delays the activation of passive healing.
Reintroduced a healing effect that will only be visible at the edges of the screen when the player is currently healing from any sources (passive healing or pouch healing). This improvement is less intrusive than our previous implementation, but, as always, we’re open to feedback.
Improved how soldiers hold their weapons while parachuting to decrease the risk of the weapon clipping through the body.
The grenade throw animation is now played if players decide to throw a grenade while also having a deployable gadget currently selected.
Improved the position of sidearms in the soldier’s hand when transitioning into the laying down on their back
General – Fixed a
visual glitch that allowed trees and bushes to stretch weirdly when a tank
fired close to them.
General – Added
collision to the artillery gun that is used in Rush, Frontlines, and Airborne
so that players are no longer able to get under it and defuse it without being
seen.
Fjell 652 – Fixed an
issue where planes could fly outside of the combat area.
Aerodrome – Fixed a
spawn point that was placed inside a box in the hangar area.
Aerodrome – Players
should no longer be able to fall between the edge of the hangar and the larger
crates, where they would get stuck.
Hamada – Added
additional supply stations where they were missing (e.g. German HQ).
Devastation – Players
should no longer able to get up on the building near Flag D on Conquest.
Devastation – Some
fixes for floating objects.
Devastation – Fixed
some areas where players could get on top of buildings that were not intended
for gameplay.
Narvik – Fixed a
floating snow pile.
Panzerstorm – The
supply stations on Domination and Team Deathmatch are now pre-built.
Arras – Removed a
debug asset.
Combined Arms – Improved the extraction areas visual
border walls.
Combined Arms – On Desert Declaration, the vehicle AI
will now properly aim at the player with the machine gun near the extraction
zone instead of firing into the ground.
Combined Arms – The AI will no longer clip through the
vehicles.
Combined Arms – Fixed a bug that could cause an AI enemy
to be positioned outside of the combat area on the Market Sweep mission.
Combined Arms – Made performance improvements.
Fixed an issue that was causing some trees to fall over
in slow motion when destruction was activated.
Practice Range – Fixed a missing rock texture near the
vehicle section.
Practice Range – The front gunner seat machine gun is now
usable in this mode.
Fixed an issue that would
cause the soldier stance icon to sometimes overlap with itself.
The squad disarm scoring
event text no longer shows brackets.
Combined Arms now has
matchmaking functionality, rolling out Thursday, May 2nd, 2019.
In Combined Arms, tool tips no longer show when you’re
spectating a squad member after you’ve been killed.
In Combined Arms, zoom functionality for the mini-map has
been enabled.
Tides of War: The chapter
rewards screen now takes you to last reward that you’ve unlocked.
Vehicles associated with career rank now also unlock when
playing Firestorm if the criteria has been met at the end of round screen.
Fixed an issue where players could purchase the same
weapon multiple times if they spammed the buy button.
In Combined Arms, the Panzerfaust can now also be
equipped in the second gadget slot, and not only the second one.
Class ranks in the menu no longer shows “0 XP TO NEXT
RANK” if the player has already reached max class rank.
The player’s selected loadout from “My Company” is now
properly working in Combined Arms.
In Combined Arms, destroyed tanks will no longer show as
active tanks on the mini-map.
Confirmation sounds have been enabled in the Vehicle
Specializations menu when players unlock or equip them.
Fixed a bug that would sometimes make kill confirmed
sound effect and UI indicator to not appear after having killed many enemies in
a quick succession.
Fixed a bug that in some cases would trigger the “kill
confirmed” sound effect even though the enemy was only hurt.
Fixed a rare issue where
players sometimes would incorrectly get a 50 points driver assist.
Players are now dealt damage and are killed by the enemy
if they get caught in a vehicle getting destroyed while the exit animation is
playing, instead of it looking like the player had an accident.
Added a camera shake slider in advanced gameplay options
that allows players to scale the strength of shakes between 50% and 100%
(default is 75%). You can find this setting under Advanced Gameplay Options.
The end of round
statistics screen no longer shows “Best” if the score of that category is 0.
Increased the visibility of critical messages while
in-game, making them easier to read.
Changed the opacity values of the medals and dog tags
that the player has not obtained yet, on the player profile page. This will
make it clearer which are unlocked, and which are not.
Did you know that many Swedish pizzerias sell a pizza
with grilled chicken, banana, peanuts, and curry sauce? A much better choice
than pineapple pizza.
Stability
Made multiple crash fixes
and stability improvements.
PC-Specific Improvements
Fixed a bug that could sometimes result in mouse input lag after players alt-tabbed the game or switched to windowed mode.
In Firestorm, players will now be able to initiate matchmaking even in the case that they had previously joined a squad in Firestorm and then left it.
In Firestorm, players will no longer not be able to matchmake if they had previously played with a squad and the squad leader had quit the game mid-round.
Fixed a rare flickering issue that could occur on the Narvik deploy screen.
The hotkey for using the X2 500lb bombs now shows the correct key binding when using the Mosquito FB MKVI.
In Origin when playing Battlefield V, the Richpresence statuses of your friends are now shown in the localization setting that you (and not your friend) have set.
Xbox One-Specific Improvements
The Stuka B-1 Nitrous Specialization activation has now been correctly mapped to the left D-pad button as shown in the user interface. It was previously incorrectly set to the right D-pad.
You can also reach out to our Battlefield multiplayer producer David Sirland and Battlefield LIVE producer Jaqub Ajmal on Twitter if you have any further topics that you would like us to write about in future blog posts.
You can reach them on Twitter @tiggr_ and @jaqubajmal. Also, you can reach Jaqub on Weibo: @jaqub.
We hope to see you on the battlefield and we look forward to the journey that Battlefield V will take us on through the Tides of War!
David Sirland and Jaqub Ajmal, on behalf of the teams at EA and DICE.
"The Blenheim now has 500 and 1000lb bombs instead of 250 and 500lb bombs".
Nerf posts inbound.
--
"Improved tank shells to also do damage to certain bushes".
Those pesky bushes lol
--
"Reintroduced a healing effect that will only be visible at the edges of the screen when the player is currently healing from any sources (passive healing or pouch healing). This improvement is less intrusive than our previous implementation, but, as always, we’re open to feedback".
Oh nos. Back to sepia tone.
--
Going to go and make that pizza for myself now. Sounds awesome.
Idk if you noticed, but some trenches cannot be built properly in Panzerstorm (breakthrough) in the last sector (between points A and . Please fix that.
Still no date for when the in-round assignment change is coming?
Or if this is not possible, please make all assignment track at the same time?
This shall be possible as Tides of War is doing it right.
Please do something, as it is really annoying that we must to exit round each time if we want to change it.
Any chance to bring back the vehicle selection/change option before vehicle spawn is available (so ie anytime in the round, before spawn)???
Also in the next game this shall be a default status... seems you forgot to bring lot of function/improvement even from BF1 to BF V, that you already solved.
Would it be possible to bring the downed movement mechanic to other modes from Firestorm? I understand that the grab-pull mechanic to medic (that you originally promised) is not possbile, maybe then we can crawl to cover instead to revive a bit more in safety (where cover is available)?
Still no date for when the in-round assignment change is coming?
Or if this is not possible, please make all assignment track at the same time?
This shall be possible as Tides of War is doing it right.
Please do something, as it is really annoying that we must to exit round each time if we want to change it.
Talking with one of the producers, this is a difficult issue to address, but they are working on it. The big thing is, they don't want to roll out a half-solution that could break tracking of assignments, so it's taking a while to get sorted out. Trust me, everyone at DICE is aware of this request (and shares the sentiment.) -Braddock512-
Any update on anti-cheat efforts or rented servers? I won't pay for another game if you guys don't care enough to communicate. At least say "yes" we're making progress or "no" we're not working on either issues. Hackers are killing the game population. My active friends list has dwindled considerably and I can't say I'm excited to log in as often because I'm tired of the freaking cheaters. All of these swell improvements are for not if I can't enjoy the game.
On the lighter side, thanks for the pizza tip. Next time I'm in Sweden this'll come in handy.
Still Disappointed for Firestorm - when is there going to be fix for the overlapping weapons and ammo when player is killed ? this is most annoying thing ever on firestorm
Comments
Vehicles
Weapons, Gadgets, and Specialization Fixes
Soldier Fixes
- During the past few months, we’ve received a lot of feedback from players about the landing roll feature introduced in Battlefield V. More specifically, the frustration of not having any control over it, to the point where players would just do their best to avoid a vault over obstacles that would result in a landing roll.
- With this update, we are giving players full control over the landing roll with the goal to make it an interesting choice when traversing the world. This means:
- Landing rolls aren’t tied to vault anymore. They can be
triggered from a simple fall by pressing the crouch button when hitting the
ground.
- Players can trigger a landing roll if they hit the ground
from a high enough fall. However, attempting a landing roll after a fall from a
height that would normally be deadly will not be possible (Yep, Twisted Steel’s
bridge falls are still deadly! Aim for the water instead.)
- A landing roll reduces fall damage by 40HP.
- The first-person landing roll animation has also been
updated.
- To balance out the heavy landings against the landing
rolls, we’ve also made the animations a lot shorter. This means you will now
recover much faster from a heavy landing fall.
We look forward to the feedback on this feature update and hope to see some creative use of the landing roll combined with the other traversal mechanics!Maps and Modes
General – Fixed a visual glitch that allowed trees and bushes to stretch weirdly when a tank fired close to them.
General – Added collision to the artillery gun that is used in Rush, Frontlines, and Airborne so that players are no longer able to get under it and defuse it without being seen.
Fjell 652 – Fixed an issue where planes could fly outside of the combat area.
Aerodrome – Fixed a spawn point that was placed inside a box in the hangar area.
Aerodrome – Players should no longer be able to fall between the edge of the hangar and the larger crates, where they would get stuck.
Hamada – Added additional supply stations where they were missing (e.g. German HQ).
Devastation – Players should no longer able to get up on the building near Flag D on Conquest.
Devastation – Some fixes for floating objects.
Devastation – Fixed some areas where players could get on top of buildings that were not intended for gameplay.
Panzerstorm – The supply stations on Domination and Team Deathmatch are now pre-built.
Arras – Removed a debug asset.
Combined Arms – Improved the extraction areas visual border walls.
Combined Arms – On Desert Declaration, the vehicle AI will now properly aim at the player with the machine gun near the extraction zone instead of firing into the ground.
Combined Arms – The AI will no longer clip through the vehicles.
Combined Arms – Fixed a bug that could cause an AI enemy to be positioned outside of the combat area on the Market Sweep mission.
Combined Arms – Made performance improvements.
Fixed an issue that was causing some trees to fall over in slow motion when destruction was activated.
Practice Range – Fixed a missing rock texture near the vehicle section.
Practice Range – The front gunner seat machine gun is now usable in this mode.
Battle of Hannut Grand Operation Balance Changes
General
Airborne (Panzerstorm)
Breakthrough (Panzerstorm)
Rush (Arras)
Hannut Grand Operations adjustments
Firestorm
UI/HUD/Options/Assignments/Other changes
Stability
PC-Specific Improvements
Xbox One-Specific Improvements
Player feedback
You can also reach out to our Battlefield multiplayer producer David Sirland and Battlefield LIVE producer Jaqub Ajmal on Twitter if you have any further topics that you would like us to write about in future blog posts.
We hope to see you on the battlefield and we look forward to the journey that Battlefield V will take us on through the Tides of War!
David Sirland and Jaqub Ajmal, on behalf of the teams at EA and DICE.
Nerf posts inbound.
--
"Improved tank shells to also do damage to certain bushes".
Those pesky bushes lol
--
"Reintroduced a healing effect that will only be visible at the edges of the screen when the player is currently healing from any sources (passive healing or pouch healing). This improvement is less intrusive than our previous implementation, but, as always, we’re open to feedback".
Oh nos. Back to sepia tone.
--
Going to go and make that pizza for myself now. Sounds awesome.
Still no date for when the in-round assignment change is coming?
Or if this is not possible, please make all assignment track at the same time?
This shall be possible as Tides of War is doing it right.
Please do something, as it is really annoying that we must to exit round each time if we want to change it.
Any chance to bring back the vehicle selection/change option before vehicle spawn is available (so ie anytime in the round, before spawn)???
Also in the next game this shall be a default status... seems you forgot to bring lot of function/improvement even from BF1 to BF V, that you already solved.
Would it be possible to bring the downed movement mechanic to other modes from Firestorm?
I understand that the grab-pull mechanic to medic (that you originally promised) is not possbile, maybe then we can crawl to cover instead to revive a bit more in safety (where cover is available)?
-Braddock512-
On the lighter side, thanks for the pizza tip. Next time I'm in Sweden this'll come in handy.