c4m3l 128 Melden Teilen Geschrieben 3. September 2019 Die neuen Maps sind SQC und TDM only. Jep das haben wir uns alle gewünscht... Man sollte alle Manager bei Dice subito auf die Strasse stellen. Naja immerhin kommt Inhalt.🤮 Posted by u/PartWelsh Community Manager 1 hour ago Battlefield V - Update 4.4 [Available Today] DICE Replied // DICE OFFICIAL Hi folks, In our 4.4 update, we’re introducing two brand new maps for Squad Conquest, and Team Deathmatch players - Lofoten Islands and Provence. These will be live during Tides of War Week 11, starting this Thursday, and you can learn more about both of these maps here. Alongside further improvements to stability, and fixes designed to reduce instances of Stuttering, this update will allow players to start on their journey towards Rank 500, and features revisions to Sniper Rifles, and SMGs. We’ve also revisited some of the changes made to AP mines in an earlier update, and adjusted the experience using Parachutes in regular Multiplayer modes across Battlefield V. You should now find that you have more control over the Parachute, and that it can be deployed much later than usual, restoring some of the experience found in past titles across the franchise. We’ve also restructured some of the file storage used by the game, which should allow us to make further improvements to Battlefield V in the future, however this change requires us to redeliver these files to you with this update, and so you will find that this update is larger than expected. On PC, you may find that Origin will have a longer than normal ‘Preparing’ phase, potentially as long as one hour. Players who are not restricted by Data Caps with your Internet Service Provider, and who benefit from fast download speeds may find it faster to uninstall, and reinstall Battlefield V with this update. If you encounter any issues during this process, please contact our teams at EA Help. Adam FreemanBattlefield Community ManagerTwitter: @PartWelsh What’s New? Two New Maps - Lofoten Islands and Provence (Available on Squad Conquest and Team Deathmatch) 2 New Weapons deploying across the next 2 weeks of Tides of War (Panzerbusche 39 and the Breda M1935 PG) Max Career Rank increase to 500 What’s Changed? Stability General stability improvements and crash fixes Resolved a performance issue that could occur when breaking enemies armor on Firestorm and cause Stuttering Maps and Modes Lofoten Islands - Available in Team Deathmatch and Squad Conquest Provence - Available in Team Deathmatch and Squad Conquest Marita - Fixed a window where players would get stuck when vaulting through it Marita - Improvements to spawn points Mercury - Now Available on Squad Conquest Mercury - Fixed an issue that was changing the behavior of Smoke grenades on this map. Weapons We’ve performed a balanced pass across the damage of our Sniper Rifles, and the Recoil applied to our SMGs. Relative to the SMG’s specifically, we’ve switched out some of the Specialisations on Weapons which we believe would benefit from an alternative option. In these cases, you should find that your SMG’s may require a repec so double check your loadouts before deploying! Balance Changes Improved hipfire accuracy while jumping for sidearms, SMGs, pistol carbines, bolt action carbines and assault rifles. Improved hipfire accuracy while moving when using the Enhanced Grips specialization. Increased vertical recoil of all MMGs by 150% on the first shot, decreasing to the current value starting from the fifth shot. We have further changes coming to MMGs in our next update. Adjusted bullet penetration effectiveness of Bolt Action Sniper Rifles and Self Loading Rifles through materials Adjusted AT Rifle Damage through materials Increased melee damage of light melee weapons such as knives to 35 from 27 Lee-Enfield No.4 Mk I, Ross Rifle Mk III Increased maximum damage to 65 from 60 Increased minimum damage to 60 from 55 Gewehr M95/30 Increased minimum damage to 66 from 60 Kar98k Increased minimum damage to 66 from 60 Krag-Jorgensen Increased maximum damage to 60 from 54 Increased minimum damage to 60 from 54 EMP Reduced initial vertical recoil to 0.52 from 0.55 Reduced maximum vertical recoil to 0.6 from 0.73 Reduced horizontal recoil to 0.31 from 0.35 Reduced recoil pattern MAB38 Reduced initial vertical recoil to 0.5 from 0.55 Reduced maximum vertical recoil to 0.59 from 0.73 Reduced horizontal recoil to 0.267 from 0.3 with the Ported Barrel specialization Reduced recoil pattern Fixed horizontal recoil in hipfire being slightly too high MP28 Reduced maximum vertical recoil to 0.68 from 0.7 Reduced horizontal recoil to 0.66 from 0.75 and to 0.55 from 0.6 with the Ported Barrel specialization Reduced recoil pattern MP34 Replaced the Recoil Buffer specialization with Enhanced Grips Increased initial vertical recoil to 0.5 from 0.48 Reduced maximum vertical recoil to 0.5 from 0.63 Reduced horizontal recoil to 0.32 from 0.4 and to 0.17 from 0.2 with the Ported Barrel specialization Reduced recoil pattern slightly MP40 Increased initial vertical recoil to 0.48 from 0.42 Reduced maximum vertical recoil to 0.57 from 0.63 M1928A1 Reduced horizontal recoil to 0.77 from 0.9 Replaced the Ported Barrel specialization with Custom Stock Reduced recoil pattern slightly Suomi Reduced vertical recoil to 0.72 from 0.76 Reduced horizontal recoil to 0.8 from 0.93 Replaced the Ported Barrel specialization with Custom Stock Reduced recoil pattern slightly ZK383 Reduced initial vertical recoil to 0.4 from 0.42 Reduced maximum vertical recoil to 0.46 from 0.5 Reduced recoil pattern when using the Light Bolt specialization General Weapon and Gadget Changes Players can now throw back their own grenades Tweaked and improved the visual effects for hand grenade explosions AP Mine no longer unspawn after death AP mines can no longer be placed on barb wire Increased the volume the “Ping” sound effect on AP mines, to give players a better chance at taking cover once they have been triggered. AT Mines are now behaving correctly and applying damage consistent with prior updates Adjusted the deploy time of the AT Pistol to better match the animation. The PIAT and Panzerfaust now properly show its reload animation after many consecutive reloads Corrected the Kukri range for Combat Medics Corrected the MAB 38 Mastery VI completion requirements Fixed an issue with the S2-200 Mastery IV and Proficiency VI assignments. These will now track kills beyond 50 meters correctly Fixed an issue entering Aim Down Sights when resupplying and using an Ammo or Medical Pouch Fixed an issue that allowed high latency players to place another AP Mine very close to another AP mine they recently placed. Fixed an issue where AT Grenade Pistol did not deal enough damage to buildings Fixed an issue where AT Rifle APCR rounds would destroy entire building parts when only intended to deal extra damage against vehicles. Fixed the scope glint on the Boys AT Rifle with the medium range scope Fixed an issue that would cause projectiles that are not set to have ricochet properties to ricochet anyway at certain angles, which could cause less than intended damage. Fixed an issue where the ammo counter of the FlareGun was not visible. Fixed an issue where the crosshair would be locking the enemy's head when performing a melee quick attack for a duration longer than the melee attack itself. Fixed an issue that could cause the M30 Drilling to not have a visible barrel, if the weapon was picked up from the ground Fixed a rare bug that would make it not possible for a player to use reinforcements if they had been killed, and then revived while having a reinforcement selected from the reinforcement wheel Fixed the “Blued” muzzle not having the correct color on the EMP Fixed an issue that would cause some gold weapon pieces to not look like gold in-game Soldier The Parachute can now be opened a bit earlier when falling, this allows the players at full health to use the parachute for most lethal falls Players can now glide slightly more with the parachute, direction and aiming slightly affects parachute direction and descent speed in regular Multiplayer (Firestorm Parachuting will not be affected by this change) Increased the height at which lethal fall damage will occur when free falling and parachuting. Changed and improved the uniforms worn by Pilots and Tankers Improved the audibility of nearby soldier spawns making it easier to identify when a new player has deployed on the Battlefield Improved the ragdoll behavior for soldiers that get killed while entering a vehicle Improved how Ilse holds weapons on the Company Screen to reduce clipping. Fixed an issue where soldier hitboxes could be desynced when entering a revive Fixed an issue where soldier hitboxes could be desynced when vaulting Fixed a “pop” that would occur in the animation when players would vault climb up on objects Fixed an issue where players could die when colliding with a health or ammo crate due to high velocity Fixed an issue where players could die when colliding with another player while initiating a revive or a vault Fixed an issue where melee takedowns would not be allowed when the victim is either slightly too low or slightly too high Fixed a rare bug that could occur in Firestorm when soldiers would prone and spam the melee button, which could result in the melee animation getting stuck. Fixed an issue where the crosshair would be locking the enemy's head when performing a melee quick attack for a duration longer than the melee attack itself Fixed an issue that sometimes caused for low quality Soldier Models to be present in the Airplane when deploying in Airborne mode on Grand Operations Vehicles The Sturmtigers Flare Launcher and Smoke Launchers can now be re-supplied The Sturmtigers projectile trails no longer incorrectly linger on the map The Crocodile tank now aims at the same speed in all directions The Universal Carrier front gunner no longer has clipping issues when using it’s zoom The Universal Carrier now correctly shows the 4th position on the seat diagram Fixed a minor issue with the Universal Carriers Front seat gun which would be incorrectly turned if a player switches seats Fixed the spotting Scope specialization on the T38 Fixed a bug that would in some cases cause top gunners to not take any damage from Infantry Fixed a bug that could cause the Valentine Archer’s sights to become graphically corrupt PC Specific Improvements Improved the Commo Rose input while using a mouse which should make it easier to use Xbox One-Specific Improvements Fixed an issue that was causing issues for some players on the following achievements: Jack of all Trades Globetrotter Death from Above Elite Trophy PlayStation 4-Specific Improvements Fixed an issue that was causing issues for some players on the following trophies: Jack of all Trades Globetrotter Death from Above Elite Trophy What’s being worked on for Update 4.6? New Map: Operation Underground Changes to MMG Gameplay Further improvements to Game Performance and Stability Our Updates 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. For more information, please refer to EA’s Online Service Updates at https://www.ea.com/service-updates Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
renesweb74 357 Autor Melden Teilen Geschrieben 3. September 2019 c4m3l, vor 2 Stunden: Die neuen Maps sind SQC und TDM only. OMG und wieder kein CQ / GO Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
c4m3l 128 Melden Teilen Geschrieben 3. September 2019 (bearbeitet) Jo, einfach nur noch lächerlich. Ich denke das wars auch langsam für mich mit Battlefield. Bearbeitet 3. September 2019 von c4m3l 1 Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
Keldysh 555 Melden Teilen Geschrieben 3. September 2019 renesweb74, vor 4 Stunden: OMG und wieder kein CQ / GO Dito Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
maettle 246 Melden Teilen Geschrieben 3. September 2019 ja, die maps waren wohl für 5v5 gedacht, das nicht mehr kommen wird, deswegen die größe&mapmodes... Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
Pe$tilence 60 Melden Teilen Geschrieben 4. September 2019 Witzig ist ja, daß sie zugunsten der "Qualität" auf den 5 VS 5 "verzichten". BF(5)/DICE ist in Sachen eSports wieder einmal kläglich gescheitert, klar will man da keine Ressourcen mehr für einsetzen, in seine Totgeburt. LMFAO - In den Bart rotzen und sagen, es hätte geschneit. 1 Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
Keldysh 555 Melden Teilen Geschrieben 19. November 2019 Oh-ohhh... Patch incoming. Erinnert mich and die Änderungen nach dem Gamelauch, die sie dann schnell wieder zurück genommen haben. Quote [...] Generell wird die TTK (Time to Kill) zunehmen, es werden also mehr Treffer benötigt, um einen Abschuss zu erzielen. Vor allem auf größere Entfernung werden die meisten Waffen tendenziell schwächer, das heißt, ihre Treffer richten weniger Schaden an. So verändert sich der Schaden: Im Schnitt wird bei den meisten Waffentypen der Schaden ab 20 Metern und mehr spürbar nachlassen. In einigen Vergleichsbildern zeigt Dice die Veränderungen des Schadens im Verhältnis zur Reichweite: Quote Das Ziel der TTK-Änderungen: Die einzelnen Waffenklassen sollen besser auf ihre ideale Kampfreichweite getrimmt werden. So bleibt zum Beispiel die Thompson SMG auf kurze Distanz ähnlich stark, verliert aber auf höhere Reichweiten stark an Durchschlagskraft: Statt sechs benötigen wir nun 13 Treffer auf 100 Meter und mehr für einen Kill. -------------------------------------------------------- Quote 3D-Spotting Update 5.2 verändert die Art, wie wir in Battlefield 5 Feinde angezeigt bekommen und wahrnehmen können. Dazu werden zwei neue Arten von Icons eingeführt, wie wir sie vom 3D-Spotting früherer BF-Teile kennen und die über den Köpfen von Feinden auftauchen. Icon-Typ 1: Befindet sich ein Gegner weniger als 28 Meter von uns entfernt, erscheint ein rotes Klassen-Icon über seinem Kopf, sobald wir in direkt ins Blickfeld nehmen. Dazu muss der Feind in der Bildschirmmitte sein. Icon-Typ 2: Alle Gegner, die 15 Meter oder weniger von uns entfernt sind, erhalten ein rotes Icon ohne Klassenangabe über dem Kopf, sobald sie auf unserem Bildschirm sichtbar sind - also auch am Rand. https://gfycat.com/ifr/elatedcheapcrocodileskink?autoplay=0 Wow, dann gibt's in BF5 bald Kugelschwämme wie in the Division. 13 Kugel fürn Kill mit dem Mg 42 - seems legit. Mg 42 war hatte halt auch nicht so viel Feuerkraft. Eigentlich hat sich niemand über die Time-to-Kill aufgeregt sondern über die Time-to-Death. Und genau da wird sicher wieder nix gemacht. Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
Dayjay 796 Melden Teilen Geschrieben 19. November 2019 BF:V hat mit dem Pacific Release nochmal kurz gezuckt, jetzt wirds richtig beerdigt. Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...