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Battlefield V Update Details (30)

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Release: 06.11.2018

Quelle: xboxdynasty.de

Fehlerbehebungen und Verbesserungen aus der Open beta werden vorgenommen

- 6,99 GB groß

Release: 15.11.2018

Quelle: play3.de | gamezone.de

- Weiterhin hat DICE einen Fehler behoben, der die Wiederbelebung für alle Spieler auf einem Server verhinderte.

- Darüber hinaus runden weitere Fehlerbehebungen den Patch ab.

- 530 MB groß

Release: 27.01.2019 (Wurde vom Server geändert)

Quelle: gamezone.de

- So konnten die Entwickler etwa einen Fehler aus der Welt schaffen, wodurch Waffen selbst dann nicht freigeschaltet wurden, wenn der Spieler über den notwendigen Rang verfügte.

- Darüber hinaus spielt DICE einen Bugfix für einen Fehler auf, der bei einem Server-Beitritt zu Verbindungsabbrüchen führen konnte.

- Zudem können bereits abgeschlossene tägliche Aufgaben fortan erneut abgeschlossen werden, sofern Spieler sie an einem anderen Tag erneut erhalten.

- Mit dem Server-Update für Battlefield 5 nimmt DICE außerdem Verbesserungen an der Team-Balance zu Beginn einer Runde vor.

- Allgemeine Verbesserungen hinsichtlich der Server-Stabilität stecken im aktuellen Patch ebenfalls

Release: 05.12.2018

Quelle: play3.de | xboxdynasty.de | xboxdynasty.de

- Kapitel 1 Ouvertüre der Tides of War ist für alle Spieler kostenlos verfügbar

- Neue Kriegsgeschichte: Der letzte Tiger

- Neue Karte: Panzersturm

Release: 11.12.2018

Quelle: play3.de | gamezone.de

- Spieler werden nicht mehr kurz auf der Minikarte angezeigt, nachdem sie einen Feind getötet haben.

- Es wurde ein Problem behoben, durch das hochrangige Recon-Spieler den Zugriff auf das Wurfmesser verloren haben.

- Die anfängliche Respawn-Anzahl für bestimmte Karten im Dominanzmodus wurde angepasst.

- Es wurde ein Absturz behoben, der auftreten konnte, wenn man sich als Squad im Übungsbereich befand.

- Es wurde ein Absturz behoben, der beim Anzeigen des Menüs „Tides of War“ auftreten konnte.

- Ein Absturz, der beim Spielen der Nordlys War-Story auftreten konnte, wurde behoben.

 - Die Countdown-Benachrichtigung für Tides of War wurde korrigiert, um die korrekte Anzahl von Tagen anzuzeigen.

- Problem mit fehlerhaftem Audio beim Ansehen der Tutorialvideos behoben.

- 600 MB groß

Release: 13.12.2018 (Hotfix)

Quelle: play3.de | gamezone.de

- Probleme mit Barrikaden nach dem letzten Patch werden per Hotfix behoben

Release: 15.01.2019

Quelle: play3.de | play3.de | gamezone.de | xboxdynasty.de

- Laut DICE behebt das Update einen ärgerlichen Fehler, der ausschließlich Level 50-Spieler betrifft.

Im Detail geht es um die Tatsache, dass diese zuletzt keine Company-Coins bei aufeinanderfolgenden Runden erhielten.

Neue Waffen sind verfügbar

MP ZK-383 (Sanitäter)

Halbautomatisches Gewehr Modèle 1944 (Sturmsoldat)

MMG M1922 (Versorgungssoldat)

Fixes bei Time to Death und Todeserfahrung

- Der Name des Feindes, der einen Spieler eliminiert hat, wird jetzt nach dem Tod des Spielers in der Spielwelt angezeigt.

Damit wird der Schütze markiert, und der Spieler erfährt, wer ihn von wo ausgeschaltet hat, was vor allem in unübersichtlichen Kampfsituationen hilfreich ist.

- Die Todeserfahrung verfügt jetzt über eine Kamera, die dem Schützen folgt und ihn heranzoomt.

 Spieler erfahren dadurch Todesursache und die Position des verantwortlichen Soldaten.

- Die Präzision der grafischen Darstellung anfliegender Kugeln für andere Spieler wurde verbessert.

Leuchtspuren werden jetzt wie vorgesehen durchgehend vom Schützen aus angezeigt und sind deutlicher, wenn das Opfer den Schützen direkt ansieht.

- Ein Problem mit der direktionalen Schadensanzeige des UI wurde behoben, durch das die Schadensanzeige für das Opfer verzögert wurde.

- Die direktionale Schadensanzeige des UI wurde überarbeitet und zeigt jetzt präziser den Feind an, der Schaden beim Spieler verursacht hat.

Soldier Fixes and Tweaks

Vault

- Improved vaulting so that it no longer incorrectly triggers against steep hills and slopes.

- Improved vaulting detection when trying to vault through a window that’s already broken.

Revive

- Fixed an issue where players would pick up a weapon while reviving on console.

- 3,42 GB groß

Release: 17.01.2019 (Wurde vom Server geändert)

Quelle: play3.de | xboxdynasty.de

- Kapitel 2 Blitzschlag der Tides of War ist für alle Spieler kostenlos verfügbar

Release: 23.01.2019 (Wurde vom Server geändert)

Quelle: gamezone.de

- Probleme mit den Company Coins ab Rang 50 wurde endlich gelösst

Release: 29.01.2019

Quelle: play3.de | gamezone.de | xboxdynasty.de

- Zudem sind Anpassungen für das Audio der Schritte anderer Spieler geplant. Spieler bemängelten zuletzt zu laute Schritte,

wodurch sich nicht lokalisieren ließ, aus welcher Richtung die Spieler schließlich kamen.

- Bugfixes und Gameplay-Optimierungen wurden vorgenommen

Soldier Fixes and Tweaks

- The volume attenuation of third-person footsteps over distance has been increased.

It is now at a point between the original shipped value and the previous update.

At 25m from the player, the footstep volume will now drop to 28% (11dB drop) of the volume heard when compared to someone next to the player.

This compares with a previous update value of 71% (3dB drop), and an original shipped value of 10% (20dB drop).

- Footstep sounds on snow have had their perceived volume reduced slightly.

- Fixed a bug where players were unable to redeploy if they had been killed by Dynamite and then almost got revived by a medic.

- Made multiple bipod deploy detection improvements on different surfaces that would previously be ignored or tend to easily not connect.

- Transitioning to prone is no longer possible if there is not enough space to fit the player.

This means that players will no longer attempt to prone if there isn’t enough space to begin with. The feature is currently missing messaging that will come into a later patch.

- Fixed an issue where it wouldn’t be possible to damage players performing a high vault.

- Increased the minimum vault height when players are moving forward with a minimum forward velocity of 1m/s.

This improvement will reduce situations where players will vault over small height obstacles (rubble etc.) instead of simply jumping.

- General vaulting improvements.

- Players are no longer vaulting stairs when trying to jump while running.

- Added a faster ledge-grab animation that can be triggered when falling for a short duration.

- Improved the slow ledge-grab animation to make it less jarring.

- Made the detection of ledge grab continuous when pressing and holding the vault key while falling. Mashing buttons is no longer required to grab a ledge while falling.

- Improved tracking of enemy soldiers by reducing the leaning on turns and sharp direction changes animation.

This will keep the soldier’s upper body steadier and bring more consistency to combat (mostly with rifles and pistol poses).

- Fixed an issue where the enemy soldier’s head would be turning towards the wrong direction when some nearby events would be playing,

 creating situations where players could feel like they got killed by players not looking at them.

- Fixed an issue where the transition between killcard and bleed out would be delayed for a minimum of three seconds.

- Fixed an issue where the revive icons seen above downed friendlies would not deplete preventing players from understanding the time left for a revive.

Vehicles

- Blenheim passengers will no longer be able to see the pilot’s crosshairs within their view.

- Fixed the third-person bomb sight on the Stuka B-1 which was missing.

- Fixed a bug with the Spitfire MK VB where the plane could no longer fire its guns once the ammo count was below 50 bullets.

- The Staghound will now play all of its collision sound effects.

- The Flak 38 now shows the correct ammo name.

- Improved the behavior of the flares on the Panzer 38t.

- Moved the The Last Tiger emblem on the Tiger tank, so that it’s no longer hidden behind the camp gear attached to the tank.

- Added a horn to the Universal Carrier. Honk away!

- The Blenheim Supplies Specialization will now drop both health and ammo.

- Fixed an issue where the vehicle repair process would not reset if the repairing player would exit the vehicle.

- Fixed an exploit where players could skip the reloading process for weapons.

- A substantial system improvement in AA behavior has been made to make the experience for shooting at airplanes more consistent.

Players should notice that shells that detonate in proximity to an airplane do damage more consistently, and also that shots that are closer to the target do more damage than shots that are further from the target.

This is especially obvious when planes are flying directly at or away from an AA, with higher damage for flying at an AA and lower when trying to escape an AA.

We have adjusted damage values on all AA guns to compensate for this improvement, and the different kinds of AA guns should now be clearer choices.

Fast-firing AA is now better against highly maneuverable, small targets like fighters. Slow-firing AA is now better against larger targets like bombers.

- Tweaked the projectile firing position on all Stationary and towable AA guns, which no longer causes players to fire into sandbags or into the ground when aiming low.

- Fixed an issue where using a controller for movement and mouse for aiming simultaneously could randomly cause vehicle turrets to break and not rotate anymore.

Weapons, Gadgets, and Specializations Gameplay

- Fixed an issue where the repair tool would sometimes not work when attempting to repair the Universal Carrier.

- Cancelling an armed grenade can now be done by either pressing reload or any of the inventory switch buttons.

- Aiming Down Sight (ADS) animations with all weapons and all sights have been revamped to better reflect the correct point of aim while strafing and walking.

 All rifles, SMGs, LMGs, and shotguns now have improved visual stability across all scopes and firing a first shot will be much more accurate.

- The transition animation from stand to crouch while in ADS has been improved to better match the accuracy changes.

Visual

- Removed the floating bullets when getting shipments to the Armory for the Bren Gun.

- Fixed an issue where SMG magazine parts would sometimes disappear when swapping from the smoke grenade launcher back to the primary weapon.

- Fixed an issue where the M1907 SF iron sight was obstructed by some muzzle customizations.

- AT Mines should no longer appear as floating in the air for players joining after those mines have been placed.

Maps and Modes

- Frontlines: Fixed several issues with Frontlines that were causing the game mode to be played with the wrong number of players, the HUD to be missing, and some text strings not showing the correct information.

- Fixed an issue where players could be notified that their “deploy point is no longer available” when attempting to spawn.

- Removed any traces of Reinforcements from the Domination and Team Deathmatch game mode, as Reinforcements are not intended for these modes.

- Fixed an issue on Aerodrome that would let players get into an unintended area within the airplane hangar.

Improved the painted floor textures on Hamada near Objective F when playing Conquest. They were previously very blurry.

Panzerstorm-Specific Fixes and Changes

- Fixed an issue where it was possible to see below the ground in an area where gameplay often takes place.

- Some bushes are no longer bulletproof.

- Multiple graphical fixes.

- When playing Conquest, players can now capture flags while standing on the roof of buildings that are within the capture radius.

- The F flag (Swine Farm) got a complete rework.

- An oak alley got added between flags D and G.

- The terrain received a lot of small height adjustments to improve concealed infantry movement.

- More bushes and trees between flags A and D were added to improve tank and infantry movement.

- The infantry lanes between flags D and E got improved.

- The area between flags B and C has been integrated into the tank defense line to improve infantry movement between those points.

UI/HUD/Options/Assignments

- Added support for separate aim-assist options for soldiers and vehicles. The aim-assist strength can also be adjusted smoothly instead of the old on/off switches.

- Added a freelook decouple option for pilots so that they can rebind the freelook controls, separate from pitch/roll and have them active without pressing a button.

- Players can now assign a button for taking screenshots.

- The heal button now gets highlighted when the player should use a health pack.

- The UI for health now turns yellow when healing, to better show the amount of health that has been healed.

- The bleed out circle is now properly showing the state of downed soldiers, so that Medics can once again better prioritize who to revive. Sanitäter!!!

- In Squad Conquest, players will now be able to give objective orders, even if the flags are in a neutral state.

- Various text fixes in the Arabic localization.

- Fixed an issue that would display unsupported characters on the recommendation cards when playing in either French or Korean.

- Updated the tool tips to be more up to date with current design.

- Various Tides of War text fixes.

- Added a “watch tutorial” button for Squad Conquest. The video that is shown is the regular Conquest tutorial as the rules are basically identical.

- Fixed an issue where the background in the in-game weapon customize screen was missing, making it very difficult to see the text on snow levels.

- Added a bayonet icon for the killcam and kill feed.

- The previous map loading screen will no longer show for a few seconds when loading into a new map.

- Fixed the requirements for the “MP28 Proficiency II” Special Assignment which were previously incorrect.

- Players should no longer get the message “The class you have selected is violating the server rules” when selecting a new weapon that was unlocked in the previous round.

- Fixed a bug that made players unable to spawn using the random spawn after a squad wipe.

- Fixed an issue that sometimes caused players to not be able to spawn with a tank, even though there are tanks available for spawning.

- Tides of War: Only nodes completed prior to the end of round should be shown, and not nodes that have been previously completed in other past rounds.

- The Battlefield Veteran dog tag should now be selectable for those players that meet the requirement.

- The top rank class icon should now show the correct class icon, and not always Assault.

- The Outstanding Field Gallantry ribbon is now awarded after each round if the requirements are met.

- The Outstanding Marksmanship ribbon is now awarded after completing the requirements.

- The Outstanding Explosive Ordnance Deployment ribbon is now awarded after completing the criteria.

- Fixed an issue which could make a player trying to join a friend on a full team end up in an infinite joining loop.

- Fixed a bug which could result in squads getting kicked from a server by a team balancing script that runs between matches.

Netcode-Related UI Improvements

- HUD aim lead indicator has been implemented. This will help players understand when and how much they need to lead their shots,

should they have a bad ping. It currently appears once players have a higher ping than 162.

- Improved the damage rounding on the HUD health counter to avoid misleading situations where health could be shown as “0” or the rounding could lead the players to believe that they could get hit by more damage than they realistically could take.

- Added an option that lets players select the network performance graph to show if there are problems.

- Added the ability to resize and reposition the network graph.

Stability

- Multiple crash fixes and stability improvements.

Single Player

- The single player menu now tracks the progression after the user completes the requirements for the challenge named Stay Undetected in the Storm.

- The single player menu now reflects the progression after the user completes the requirements for the challenge named Play Onslaught.

- 2,52 GB groß

Release: 05.02.2019 (Wurde vom Server geändert)

Quelle: gamezone.de

- Fehler mit dem Marktplatz/Arsenal wurde auszubügeln.

Die Bugs traten bereits mit dem ersten Kapitel von Tides of War auf und verhinderten den Erwerb der Unlocks aus den wöchentlichen Herausforderungen.

 M1897, MAS44, VGO, AGM42, Selbstadler 1906, ZK383 und Ribeyrolles lassen sich nun erwerben

Release: 13.02.2019

Quelle: play3.de | play3.de | play3.de || gamezone | play3.de

- Combined Arms (Koop Überlebens-Modus)

Netcode / TTK / TTD Improvements

- Added a new system that will ensure consistency between TTK (Time to Kill) and TTD (Time to Death) regardless of the network performance issues (high latency, jitter, packet loss, etc.) encountered by players.

With this change, the damage sequence from first bullet to last bullet hit will always properly be paced over time and will avoid bundling of damage (superbullets).

- Increased the amount of damage updates that can happen in a single packet. This will ensure that the damage is sent to the player as fast as possible and avoid very delayed damage from weapons like shotguns.

- Fixed an issue that caused the client to receive an incorrect amount of damage that would get corrected by the server shortly after. In some cases, the health correction for the client would only happen

when a new damage update happens, which led to a desynced state where the player would try to self-heal or interact with other healing sources unsuccessfully.

- Fixed an issue where the player’s health would wrongly update due to incorrect high frequency prioritization. This would commonly happen if there were a lot of players in the area.

This issue could present itself when, for example, players tried to heal themselves, but no health was applied when the health pouch was used.

- Fixed an issue where players still could take bullets damage for too long from a player that was recently killed, especially if that player had high latency.

When the player is now confirmed killed on the server, damage from that player will be rejected.

This change will not affect grenades, rockets and other projectiles that are not bullets.

- Improved the visual replication of projectiles. This will ensure a more consistent directional damage feedback and will increase the accuracy of directional hit indicators.

- Improved the HUD health updates when taking damage.

- Fixed an issue where camera shakes would get delayed. This impacted how fast the player could read the damage feedback.

- Made several improvements to vaultable object detection.

Vehicles

- Fixed an exploit where players could destroy their own vehicles to gain points. The Blenheim Mk IF and Stuka B-1 now properly use “flight zoom radius” settings for the minimap.

- Fixed an issue with the Flakpanzer AA which caused it to deal an unintended amount of damage to airplanes when using the default four-barrel gun.

- The AA gun barrels on the Valentine AA tank now follow the movement properly when the user is aiming in zoomed-in mode.

- The Blenheim MK IF and Blenheim MKI is again able to get more ammo when flying through the reload checkpoint for their primary weapon.

- In Single Player, the hit boxes for planes have been increased during the Under No Flag War Story, in the section when the player uses the Flak 38.

- The resupply icon is now properly displayed for the Sturmtiger when players are in first person perspective in the resupply area.

- The Churchill Mk VII Tank now takes damage as intended when getting hit on the front sides and rear.

- Increased the velocity and drag of all tank shells. The shells travel faster in short encounters but have similar ballistic curves and velocity at distance.

This makes tank fights at mid range feel more powerful and immediate, without enabling tank sniping at long range.

Additionally, this creates a larger gap between HE and AP shell ballistics, making AP shells easier to aim at longer ranges.

- Increased the armor value of heavy tanks by 25% against tank cannons. The Tiger and Churchill were outmatched by upgraded medium tanks,

and generally were not survivable enough against threats to justify their lower speed and maneuverability.

- Increased the damage values of all armor-piercing specialized shells by 30%. These shells rely upon hits from good angle far more than the basic HE shells.

Their damage values were too low to compensate for the angle damage, making them less effective than HE shells in many situations.

AP shells should now be a better choice than HE shells when fighting tanks and making good shots, but a worse choice if the angle of attack is poor.

- Increased the damage of all tank shells versus infantry by 12%. This should make the tank shells properly lethal against infantry who are crouched, prone, or sprinting.

- Slightly reduced the splash damage of the PIAT against infantry, especially at close ranges.

- Fixed several vehicles which took more than the intended amount of damage when a shell ricocheted off their armor:

Panzer 38t, Churchill Crocodile, Halftracks, Panzer IV, Staghound, and Tiger.

- Reduced the damage of the Churchill Mk VII Howitzer upgrade against Vehicles.

 This shell should be highly effective against infantry, and the lethal potential of the shell against infantry is unchanged.

For vehicles, the HESH projectile is still highly effective against all targets, and thus is now more attractive as a Specialization in the tree.

- Increased the amount of aim assist on vehicles to be equal to the soldier aim assist.

- The BK37 now detonates when hitting tanks, even at very poor angles. This increases the damage done versus tanks for these poor angle shots.

- Increased the burn time of the flares dropped by airplanes and launched by tanks to be equal to the Recon’s spotting flare.

- Spawning into the Panzer 38T on a squad mate will now have a smoother transition with less camera clipping issues.

- Fixed a bug which would hinder players from entering a vehicle if Dynamite was placed exactly on the top of the entry indicator of a vehicle.

- It’s no longer possible to danger ping a vehicle through smoke.

- Improved tank tracks on terrain to look better after multiple tanks have driven over the same area.

- Ragdolls now properly disappear after a player has redeployed after getting killed in a seat of a vehicle.

Weapons, Gadgets, and Specializations

- Adjusted the weapon settle sway animation when moving from hip fire to ADS to better match the actual accuracy transition. The sight will now settle in place faster.

- Fixed an issue where in some rare cases the Medic would be unable to self-heal.

- The Turner SMLE will now show the soldier reloading the weapon by properly adding bullet by bullet.

- Added the missing sight rewards for the Zk-383’s progression.

- Fixed a bug with the bipod which enabled players to mount it mid-air next to walls.

- Sniper decoys can no longer be placed upon each other to reach unintended areas.

- Fixed an issue where Spawn Beacons would snap onto surfaces above the player (trees etc.).

- Greatly improved the detection of areas where players are allowed to deploy Spawn Beacons.

- Greatly improved the detection of obstacles between the player and the potential Spawn Beacon.

- Disabled placement of Spawn Beacons under water.

- Reduced the maximum distance at which a player is allowed to deploy a Spawn Beacon to 1,35m instead of 2m to reduce conflicts with obstacles between the player and the „potential Spawn Beacon“.

- On the Practice Range, all parts of the MG42 weapon are now visible.

- Fixed a bug where the player’s weapons sometimes would become invisible when exiting a vehicle.

- Fixed an issue when using an ammo pouch which could result in the animation showing a health pouch instead or vice versa.

- Fixed a rare bug which could result in players being unable to reload the KE7 if they, with exact timing, activated aim down sights when the last bullet in the magazine was fired.

- Mines placed by your team will no longer explode if you drive over them with a vehicle that has a towable attached.

- The Zk-383 magazine is no longer misaligned when reloading viewed from third person.

- Fixed a bug where, after using Squad Reinforcements, the squad radio would not de-equip.

- The overheat effect on machine guns is no longer misaligned in third person.

- Players are no longer able to aim down sight with the Squad Reinforcement binoculars which was causing a black mesh to block the player’s view.

- Fixed an issue where Ammo and Health crates could sometimes fall through the game world.

- Spawning on the Spawn Beacon now makes you face the proper direction (towards the beacon).

- The Tanker and Pilot classes no longer build Fortifications faster than the Support class with the engineer Combat Role.

Weapon balance

Shotgun Slugs

- Increased two-hit kill range to 30 m (was 25 m) and increased one headshot kill range to 50 m (was 35 m) when using the Solid Slug specialization.

 Slugs were a bit disappointing in terms of damage over distance, so we slowed down their damage drop-off.

PIAT

- Reduced reload time to 2.75 s (was 2.9 s) and increased reload threshold to 0.6 (was 0.5).

The PIAT’s reload timer was slightly longer than the animation looked, and it was possible to skip parts of the reload time by doing a weapon swap.

KE7

- Increased initial vertical recoil to 0.7 (was 0.65), decreasing to 0.52 (was 0.5) after four shots.

- Increased horizontal recoil to 0.48 (was 0.45).

- Changed recoil pattern. The KE7 was still slightly too controllable for its rate of fire, so we increased recoil across the board.

Turner SMLE

- Reduced maximum damage to 40 (was 45).

M1944

- Reduced maximum damage to 40 (was 45).

- Reduced range at which one head and one body shot is lethal to 30 m (was 35 m).

Gewehr 1-5

- Reduced maximum damage to 36 (was 40).

- Reduced range at which one head and one body shot is lethal to 10 m (was 30 m).

These semi-autos had a very high chance to get a kill with only two hits on a wounded target, which seems unnecessary given their good base TTK.

Additionally, the Gewehr 1-5 was extremely strong up to 30 meters whenever you landed one headshot, so we reduced this range to 10 meters.

Zk-383

- Increased horizontal recoil to 0.765 (was 0.68) when using the Light Bolt Specialization. With the increased rate of fire,

the Zk-383 was a bit too accurate compared to the M1928A1 considering the flexibility from being able to use the bipod.

Bayonet

- Removed damage reduction during bayonet charge, added a 1.3 sprint speed multiplier. This brings the behavior of bayonet charge in line with Battlefield 1.

Maps and Modes

- Frontlines: Fixed an issue where some maps had no constructible Fortifications.

- Fjell 652: Fixed an exploit where players could stand on the cliff face when they should have been out of the combat area.

- Fjell 652: Players can once again build all kinds of Fortifications when playing Frontlines.

- Devastation: Fixed an issue where players could get stuck or fall through the ground in the library area.

- Devastation: Fixed collision on multiple places to prevent players from using map exploits.

- Devastation: Fixed an occluder that was sticking out.

- Devastation: Fixed some collision to stop people from getting stuck.

- Devastation: Added a ladder Fortification to the library.

- Devastation: Moved a health station in the library to not clip with another asset.

- Devastation: Added collision to allow people to easier access the second floor of the library.

- Fjell 652: Fixed a rock that was unvaultable near Flag E on Conquest.

- Aerodrome: On Breakthrough, fixed an issue which resulted in players getting spawned outside of the combat area.

- Panzerstorm: Fixed a floating stationary anti-air gun.

- Panzerstorm: Improved the transitions between weather states.

- Panzerstorm: Improved the borders on the deploy screen when playing Conquest to show neutral borders more accurately.

- Panzerstorm: Fixed some floating Fortifications.

- Panzerstorm: Borders on the deploy screen are now easier to see if the fog weather state is active.

- Arras: Spawn Beacons placed by the church tower now properly get destroyed when the church tower gets destroyed.

- Arras: The hedgerow collision has been tweaked to reduce the chance of projectiles incorrectly hitting invisible collision.

- Narvik: Turrets and cannons can now be rebuilt and repaired on this map.

- Hamada: Players are now able to control the free camera in spectator mode when switching between table top to free camera mode.

- Rotterdam: Fixed an issue with a ladder where players were able to reach an unintended area below the water.

- Rotterdam: Made it easier to climb out of the water near the B flag on Conquest.

- Rotterdam: Players are no longer able to climb to the rooftop located near point D on Conquest.

- Rotterdam: Fixed some issues with the combat area and its collision where previously you could drive through backdrop houses with a tank.

- Rotterdam: Adjusted terrain a tiny bit to prevent players from glitching below it.

- Rotterdam: Added collision to prevent people from climbing on houses around the D flag.

- Practice Range: Decreased the explosion size of the skeets as they could block the view of the other skeets.

- Aerodrome: Fixed a spawn point on Frontlines where players could deploy out of bounds in a tank when playing as Axis.

- Aerodrome: Players will no longer jump high into the air when vaulting over bomb cart carrier after vaulting over the railing on the balcony just straight above it in the airplane hangar.

- Practice range: Fixed a bug where it was not possible to switch to another weapon after using the M30 Drilling.

- The Last Tiger War Story: Fixed an issue where players could end up in an infinite loading screen after the last cinematic in the story had ended.

- The in-game chat has been disabled during the Final Stand game mode to hinder players from exposing the position of players.

UI/HUD/Options/Assignments

- The Frontlines tutorial video now plays when players go into the Frontlines menu for the first time.

- Under advanced search, Frontlines no longer appears as “Frontlines Small” and is once again able to find matching servers.

- Fixed the estimated times duration to be more accurate on the multiplayer mode selection screens.

- Fixed an issue where the health pouch reminder indicator could be visible while the player was in a vehicle.

- Fixed an issue when users managed to complete two Tides of War nodes within the same round which caused the Tides of War widget on the pause menu to not display the next nodes.

- The indicator that shows when a player needs a health pack from a Medic will no longer show if the player already is in the process of healing up.

- The background now properly updates when players go in and out of the “Progression” screens as well as the “Armory” screen.

- Fixed an issue where the UI sounds would not play in the vehicle customization screen.

- The Social menu now shows if your friends are playing on the Practice Range.

- When a squad leader with a squad tries to join a full server and ends up in the server queue, the squad will now follow the squad leader if they choose to leave the queue and join another server.

- Players will no longer get a Company Coin purchase confirmation screen in the Specialization screen for upgrades that they have yet not earned.

- Fixed an issue in the Armory where some offers that were sets did not appear to be sets.

- Fixed an issue where the Tides of War widget on the pause menu would not show when players transitioned between rounds.

- The Tides of War in-game progression notifications are now shown more consistently.

- The total weapons number shown in “Your Company” on the replace weapon button have been removed.

- Fixed a bug where the time spent in vehicles was not tracking properly when spawning into them.

 - Fixed an issue with the Options screen where the page would auto scroll back to the last used option when changing any slider options.

- Platoon tags now show up in the Profile section.

- Changing characters will no longer change the equipped cosmetic items but will stay the same as the user has selected.

- Soldiers and vehicles in the frontend should no longer show until all its assets are fully loaded in on first boot.

- Fixed an issue which made it difficult to see some facepaints when applied in the Armory.

- Added an auto focuser to Spectator Mode’s free cam and player view director modes. This can be found under the depth of field settings in the Camera tab.

It can be set to either “Point” or “Player” mode. In point mode, the focus distance will be automatically adjusted to keep the selected point in focus.

A point can be selected by clicking anywhere with the mouse cursor, or on consoles by aiming the camera and pressing A on the Xbox One or X on the PlayStation® 4.

In player mode, the focus will be kept on the player who is currently selected.

Stability

- Multiple crash fixes and stability improvements.

- Fixed an issue which would previously stop Battlefield V from properly resuming from an “instant on / stand-by” state.

- 5,27 GB groß

Release: 05.03.2019

Quelle: gamezone | play3.de | pdf-link

Vehicles

- Fixed the inconsistency between the length of the visual effect of the Churchill Crocodile tank’s flamethrower when viewing it in third person versus first person.

Weapons, Gadgets, and Specializations

- Fixed the M1907 SF Recoil Buffer Specialization which was previously not working.

The ZK-383 and Selbstlader 1916 no longer have the wrong zoom level with some sights when using the Fast ADS movement Specialization.

- Tweaked shotgun balance. We found that shotguns were underperforming compared to close-range SMGs.

Increased damage drop-offstart distance for buckshot and slug ammo by 1 m.

12g Automatic and M1897: Increased buckshot maximum pellet damage from 5 to 7.2.

M30 Drilling: Increased buckshot maximum pellet damage from 5 to 6.3.

Maps and Modes

- Practice Range: Fixed a bug where players would get stuck when using the “Redeploy” or “Restart Practice Range” function.

- Combined Arms: On Hot Pursuit, the correct numberof soldiers needed to advance the objective are now spawned.

- War Stories: Players should no longer run into a freeze on The Last Tiger during the section Reach German Forward Base.

- Fixed the controller vibration function that wouldn’t properly work on some maps while playing Grand Operations.

UI/HUD/Options/Assignments

- Fixed the flickering issue that could happen on the squad redeploy screen

- All subtitles in the Combined Arms intro are now triggering correctly.

- Leveling from level 49 to level 50 now properly shows the correct level on the End of Round screen.

Stability

- Multiple crash fixes and stability improvements.

- Xbox One : Fixed an issue where shotguns dealt less damage than intended.

- PS4: Fixed an issue where shotguns dealt less damage than intended.

- 1,71 GB groß

Release: 21.03.2019

Quelle: xboxdynasty.de | play3.de | pdf-link

Vehicle Fixes

- The player is no longer clipping with the machine gun on the M3 halftrack when viewed from a third person perspective.

- The throwing grenade animation will now properly play when throwing grenades while in the passenger seat of vehicles that support it.

- Players can now fire the rocket launchers while in the passenger seat of a vehicle that supports it.

- Players should no longerget crushed when exiting the Universal Carrier at steep angles on hills / uneven terrain

- Fixed some visual issues that would occur when using the Field Drab paint job for the Valentine Archer tank.

- The Valentine Archer tank now properly shows that it’s using APDS rounds instead of MG rounds in the user interface

- It is now possible to repair the Valentine Archer tanks engine once it gets damaged.

- Fixed a bug which could trigger the enter vehicle animation when a player pressed the exit vehicle interaction button too many times.

- Player are now ejected out of towables should they end up in deep water.

- Airplanes will no longer collide with medical pouches and crates, which could cause accidents.

- Fixed a bug which would cause players to trigger tank sights while in a Universal Carrier.

- Players can no longer damage the PAK-40 with small melee weapons such as knives.

- Fixed an issue where players could be immune to damage during a small window of the animation when moving between in-vehicle and the top gunner seat.

- Players will now die if they exit a plane at the moment it gets destroyed,

previously in some cases you would survive exiting while the plane just had started to explode.

- Fixed an exploit related to the resupply stations for vehicles.

- The “Camera Roll” option now works with the Blenheim planes.

- Fixed an exploit that enables players to use tanks during the “waiting for players” phase.

- New damage curves have been implemented for all large and medium bombs.

These curves now give more predictabledamage levels depending on proximity to a target.

This change affects both armor and infantry targets. Additionally, some direct hit damage present on some bombs

has been moved to the explosion damage in order to achieve better damage consistency.

- The 75mm and 6 pounder cannons on airplanes have had their explosive damage reduced

to approximately equal the effectiveness of the BK37 Stuka cannons in damage per second.

With a substantial numberof additional bombs available to these planes the high damage output of the cannons was simply over-performing

- The trail effects for rockets have been substantially improved to help in tracking the rockets both for the shooter and for victims.

- The maximum explosive radius of the GR21 rockets has been slightly reduced to better balance them against RP-3 Rockets.

The GR21 only needs to fire tworockets to get maximum damage, and the lethal killing range of these weapons was more effective than balanced

- The small bombs equipped on the BF-109 G2 can now be dropped together to allow both bombs to land closer to their target.

This should enhance their effectiveness against infantry and make them a good choice against the GR21 rockets for that tree.

- The 4000 lb.Blockbuster bomb has had a significant reduction in blast damage, but retains in impressive blast range.

Additionally, the large bomb has significant drag, making it slower to reach the ground when dropped.

This bomb is an area weapon designed to devastate a large amount of structures, vehicles, and infantry.

- For balance purposes it's important it reliably damages a large number of targets over a large area without outright killing all of the targets.

- The 250lb.bombs dropped by the Spitfire VA can now also be dropped together for a similarly greater effect on target.

These bombs have also received a slight boost to their blast damage against infantry, as previously,a single bomb was unable to kill a full health soldier in a reliable manner.

This is a change for consistency, and should not greatly increase the potency of the weapons.

- Reduced the splash damage of the Bordkannone 37.

- Fixed vehicles so that they take the correct consistent damage to the top and bottom of the tank

- Reduced the damage of the Valentine AA's Canister shot so it takes a few shots to kill.

With 40 rounds and a good rate of fire it should not reliably one-hit kill infantry at mid-range

- Increased the armor of turrets on medium and heavy tanks.These are now harder to destroy.

- Adjusted the STUG and Panzer default HE shell trajectory to be slower initially but retain speed over distance better.

This returns the howitzer feeling of this shell without making ranged hits significantly more difficult than other tanks

Weapons, Gadgets, and Specializations

- Adjusted the PIAT for the new tank values. It now has the proper blast damage for infantry kills, but has over all a slightly reduced damage.

- The AP Mine's blast damage has been reduced below a one-hit kill again,

with a new damage curve model giving a reliable flat damage amount out to the edge of the blast's effective range.

- Adjusted the damage done to parts by explosives like mines and dynamite sothey do not instantly destroy parts upgraded via the spec tree.

- Added a new AT Mine and dynamite damage curve. Mines and dynamite do very good damage if stuck to or triggered by a vehicle, but rapidly drop off if detonated only near

the vehicle. This alsomakes the lethality against infantry good only at very close ranges and then reduces to a large wounding radius.

- Fixed an issue where weapons would not gain full accuracy quickly enough when zooming in and not using iron sights.

- FG42: Reduced base horizontal recoil to 0.5 (was previously 0.525).The FG42 was a bit too uncontrollable for its small magazine.

- Sturmgewehr 1-5: Reduced reload threshold to 0.78 (was previously 0.82) to better match the reload animation.

This means you can switch to a different weapon a bit earlier without aborting the reload.

- Semi-automaticrifles: Tweaked recoil decrease and recoil per shot.

The weapon type now has more and longer felt recoil. Numbers are not directly comparable to older versions of the game.

- Polished Action: This Specialization now provides a stronger effect on the first shots to make it a better choice

- Fixed a bug which would cause Sticky Grenades to self replenish sometime after using an ammo crate.

- Fixed a visual bug that would appear when picking up the Bren gun with an allied Medic that has The Phantom equipped on their torso slot.

- Throwing ammo and health pouches have been improved in those cases where they would sometimes be standing close to other objects.

- Melee attacks now properly does damage when both players are in deep water.

- Improved the V-1 Rocket explosion when directly hitting water and when hitting really close to players.

- Fixed a bug where players sometimes would still see a certain gadget in their hand, while the functionality was for another gadget.

- Fixed a visual issue with the ZK-383 where a bullet was visible through the body of the weapon when using ADS with the ironsights.

- Made additional minor improvementsto bipod placement on certain objects

- Fixed a bug which caused weapons to not reload properly, after players had climbed on top of a vehicle while reloading.

- The Reinforcement binoculars will no longer float if the player has them equipped and does a slide.

- The Kar98kwill no longer show the wrong number of bullets inserted during a reload animation after the player has placed the spawn beacon and the last bullet has been fired

Soldier

- Fixed a bug where the walking animations would stop updating if players walked over certain obstacles while crouch-walking.

- Improved ground detection to prevent transitioning to falling state when crawling under a low object.

- Fixed a bug where a movement animation would be played when standing still.

Maps and Modes

- Improved vaulting through certain windows on Narvik.

- In Combined Arms,the end-of-mission slow motion effect will now only trigger during the last threeseconds of the mission timer.

UI/HUD/Options/Assignments

- The Combined Arms mission details screen will now properly show which map it takes place on.

- The Tides of War screen on the end-of-round screen will now always show the descriptions for each node.

- The player can now choose whether to hold or press button for request/skip revive when down via a new control option

Stability

- Multiple crash fixes and stability improvements

Console-Specific Improvements

- The specialization and customize buttons have been added to the Replace Weapon screen.

- Made previously implementedvault activation improvements to work on 30hz servers.

- 5,75 GB groß

Release: 25.03.2019 (Vom Server aus geändert)

Quelle: battlefield-inside.de | play3.de | xboxdynasty.de | play3.de

- Feuersturm (Battle Royal) ist für alle Spieler kostenlos verfügbar

Insgesamt werden im Battle Royale Modus maximal 64 Spieler, wobei immer vier Spieler in einem Squad (maximal 16 Squads) sind, um den Sieg kämpfen.

Release: 04.04.2019 (Wurde vom Server geändert)

Quelle: play3.de | play3.de | gamezone.de

- Mikrotransaktionen für optische Anpassungen werden freigeschaltet

6.000 Einheiten der sogenannten Battlefield Coins kosten 49,99 €

Release: 04.04.2019

Quelle: gamezone.de | play3.de

- Zu den Änderungen zählen ein optimiertes Beuteverhalten, eine verbesserte Interaktion mit Safes

Firestorm - Gameplay fixes and changes

- Fixed an issue which was causing a weapon to be misaligned when a player was in a man down state while being spectated.

- V-1 and Artillery Strikes now count as "gadget kills".

- Pistols that have been picked up by the player now properly drop on the ground if the player dies.

- Players are now able to use the Flare Gun while in water.

- Increased the draw distance for grenades and melee weapons.

- Grenades now collide with the cover of the pickup truck instead of going through it.

- Fixed an issue where the active VOIP icon would not always show if the entire squad would be talking at the same time.

- Players will no longer deploy a grenade automatically when dropping an item as a passenger.

- When in a tank, the player will no longer switch to the selected tank gun while zooming on the map.

- Added a red outline for the Artillery Strike on the map to make it more visible.

- The health cooldown UI no longer freezes if a player drops their healing items when it is in progress.

- Getting an invite from a player while looking for players enables you to join the squad

- If the user cancels and resumes the interaction with a safe, it will always reset.

- When the player is watching another player being revived, the camera will remain in the same position.

- The Napalm Helmet will no longer obstruct the player when aiming down sights.

- Players can now jump as soon as they reach the start of the jump location.

- When waiting for the other players, the squad list shows the correct Armor Plates number that the player had before death.

- Players will no longer reload when opening doors.

- The loot rarity icon is no longer visible through soldier bodies and vehicles.

- When getting killed by another player, the text for the weapon used will show properly.

- Switching weapon while dropping a weapon will no longer make the weapon being held invisible.

- The Swap and Drop button callouts are updated if the player changes the keybind in-game.

- Interaction detection has been improved to avoid issues with loot near Objectives and vehicles

- The interaction prompt for safes will no longer be offset when the player interacts with it repeatedly.

- The interaction prompt for safes will no longer double when the player interacts with it repeatedly.

- Interacting with a safe repeatedly will no longer make the progress bar disappear.

- When the player is killed by an Artillery Strike, an icon is displayed in the kill feed.

- The first wave of capture points now start earlier, before the zone starts to shrink for the first time.

Firestorm Map improvements and fixes

- Improved the rock wall textures near Pluto (Dig Site A).

- Removed a piece of terrain that was clipping through the bridge towards the farm from the lake, causing vehicles to flip if they drive over it with speed.

- Fixed a floating telegraph pole that was placed east from Nannahavn.

- The crates located west of Hansen Farms are no longer floating in the air.

- Fixed a floating tree west of the Halvoy Dam.

- Players can no longer get stuck between the wall and the railway sleeper stacks East of Minerva Docks.

- Players can no longer get stuck when jumping between the metal bars at Pluto (Dig site A).

- Improved rock textures near the Odenbergarea

- Player can no longer get stuck between the tree and the wall north of Minerva Docks

- Players can no longer hide behind the waterfall South of Minerva Docks

- The wooden crates are no longer floating above the floor inside the shed southeast of Hansen Farms.

- Snow effect is no longer present inside the house southeast of Hotstad as well as the house north of Minerva Docks.

- Fixed an issue that was causing mild flickering around the windshields inside vehicles.

- The PAK-40 AT towable located southeast of Halvdeler has been moved ten meters to make it more useful.

Vehicles

- Fixed a bug that enabled players to use airplanes during the match start timer period.

 The animation when entering and exiting vehicles is now smoother and should have less unintended sudden camera movements.

- Fixed an issue that could cause a temporary black screen when reloading a stationary turret while using its zoom functionality at the same time.

- Made audio improvements to audibility of other players’ tanks.

Weapons, Gadgets, and Specializations

- Fixed the Ribeyrolles aperture sights being misaligned and using the wrong magnification.

- Tweaked the Gewehr 43 reflex sight to look better.

- Tweaked the Bren max recoil which was too low.

- Reduced the M1897 damage drop-offstart distance by 1 m for all ammo types.

Our data indicated that the 1897 had a bit too much range compared to other shotguns.

- Changed the way camera recoil works. When firing, weapons are allowed to go a bit more off center now.

The true point of aim will follow the weapon and is not fixed to the screen center.

- Changed the way SMG and assault rifle dispersion increases while firing in ADS.

The second, third, and sometimes fourthshots(for low rate-of-fire weapons) are now more predictable while later shots are less predictable.

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.

- Fixed an issue that would prevent shotgun damage decals to appear on vehicles.

- The knife animation no longer triggers after firing the last round of a Panzerfaust.

- Bullet impact sounds have been further localizedand the amount by which they can attenuate non-player weapons has been reduced.

- Improved audibility of single-shot weapons.

- Improved audibility of late reflections for automatic weapons based on distance from listener.

- Adjusted headphone mix for low frequencies to smooth out positioning.

Soldier

- Fixed a bug with the Medic class that would result in the weapon floating in the air while the player was running briefly after reviving another player.

- The first-person animation when picking up health packs and ammo packs have been movedto take less screen space for improved visibility.

- Soldiers that die in a vehicle are now ejected and can be revived

Maps and Modes

- Fixed an issue in the Practice Range where vehicles would not spawn when the user restarts the range.

- Fixed a visual bug in the Practice Range which would cause the player’s body to be invisible while driving the Kubelwagen in third person.

UI/HUD/Options/Assignments

- Fixed an issue where the ticket counter was not visible when playing Breakthrough, Frontlines, and Airborne.

- Disabled the saturation effect when regenerating health.

- Fixed a hang that could occur if players looked at server info from within the social hub while being in the Your Company screen.

- Fixed a bug which could prevent players from deploying, prompting the error message “The Class you have selected is violating the server rules” if they had equipped a newly unlocked sight.

- Fixed a bug which prevented players from speeding up the bleed out timer when being in a down state.

- Improved responsiveness and accuracy of the Commo Rose and the Squad Reinforcements Rose when using a controller.

- Fixed an issue that would cause equipped vanity items to get unequipped when players purchased and equipped something else.

- Fixed the placement of the buy button in the Replace Weapon screen to no longer clip into the divider line.

- Improved how class characters are loaded when scrolling through them while in the hangar between matches.

- Added the soldier stance icon from single-player into multiplayer.

- In the grenade selection menu, the smoke grenade selection will no longer show the Frag Grenade demonstration video.

Stability

- Made multiple crash fixes and stability improvements.

- 6,70 GB groß

Release: 30.04.2019

Quelle: gamezone.de | play3.de | xboxdynasty.de

Vehicles

- 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%.

- Lowered the audio volume of tanks that are very close to the player.

- Improved the explosions and impact effects from airplane machine guns and cannons.

Weapons, Gadgets, and Specialization Fixes

- 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.

Soldier Fixes

Landing Roll Update

- 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.

Maps and Modes

- Fixed a visual glitch that allowed trees and bushes to stretch weirdly when a tank fired close to them.

- 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.

Battle of Hannut Grand Operation Balance Changes

General

- Made balance tweaks based on feedback and telemetry.

- Adjusted spawn points so that the player wouldn’t spawn too far away from the flag.

- Increased the chance of fog.

Airborne (Panzerstorm)

- Added some bushes on the upper fields to better conceal players that jump out of airplanes early.

Breakthrough (Panzerstorm)

- Added trenches and trees around the village in the first sector to protect the infantry against tanks.

- Removed the tank Resupply Station from the point.

- Reduced tanks on both sides slightly.

- Moved some of the attacker tank spawns to the side.

- Shortened the retreat distance between sector 1 and 2.

- Added more bushes and trees between the defender HQ and the A flag on the last sector.

Rush (Arras)

- Increased the combat area in sector 1 and 2 to allow a bit more flanking on the left and right side.

- The field guns in the first sector can’t be rebuilt anymore once fully destroyed.

- Adjusted the defender spawns in the second sector to improve balance.

- Removed a field gun in the second sector that pointed directly at the attacker spawns.

- Increased infantry cover for attackers to both A points in sector 1 and 2.

Hannut Grand Operations adjustments

- Adjusted combat areas to shorten the retreat of the defenders on Panzerstorm.

- Adjusted and unified the Resupply Station placement across all modes on both maps.

- Added additional supply stations on Arras.

- If the attackers win on Day 2, they will now receive 30 additional tickets in Rush during Day 3.

Firestorm

- Improved the Victory screen.

- Fixed an issue that was letting players leave and rejoin a game through their squads.

- Players are now able to use weapons and gadgets while in the Schwimmwagen passenger seat if they entered it while being in water.

- Fixed a bug that would sometimes make it look like a dead player was crawling or being still alive while prone.

- Increased the number of armor plates that a soldier can carry from three to five.

- Fixed a bug that would cause a weapon to be unintentionally fired after reviving someone.

- Fixed a glitch that would enable players to bring a weapon from the lobby into the Firestorm match.

- The danger ping time duration has been increased from 7 to 10 seconds.

- The health of soldiers when in the man downed state has been increased from 200 to 300.

- Rebalanced the amount of XP given to be more generous to make it fairer compared to the amount of XP given in other modes.

- Players can now revive squad mates that died in vehicles.

- Changed the color of the spotting flare radius circle on the mini-map so that players won’t confuse it with an objective area.

UI/HUD/Options/Assignments/Other changes

- 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.

- 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.

- 12,01 GB groß

Release: 23.05.2019

Quelle: play3.de | gamezone.de | gamezone.de || xboxdynasty.de

- Sichtbarkeit der Soldaten wird verbessern

Vorteile durch dunkle Outfits wird verhindert

Vehicles

- Added the reloading icon which was missing when using the Churchill MK VII 95MM Howitzer specialization.

- Fixed an issue which would cause players to fall slightly below the ground when going into the bleed out state after getting killed while in a plane.

- Improved the turning rates for planes. Bombers should no longer be able to out-turn fighter planes.

- Fixed a bug that would cause airplanes to not resupply under certain conditions.

- Changed irreparable damage multiplier on rocket vs fighter from 1.8 to 0.18.

This fixes the issue of rockets dealing a too high percentage of their damage as irreparable damage when damaging fighters.

 This change now brings rockets in line with other forms of damage, and players will be able to self-repair their fighter planes after getting hit by a rocket.

- Fixed an issue that would randomly cause camera shakes and bumps when in a tank in first person view.

- While in a vehicle the splash damage indicators that appear when damage is taken from antitank weapons now show the correct direction.

- Passengers that exit your tank no longer block your shots while playing the entry/exit animation state.

- New visual dust effects have been added when tanks fire their main cannons.

- Fixed a bug that would enable the JU-88 A to automatically get resupplied without passing the resupply station.

- Improved the animation when a player jumps out of the JU-88 A. The camera will now have smoother movement and less stutter when the exit animation plays.

Weapons, Gadgets, and Specializations

- Fixed an issue that was causing sight misalignment when using the Mint or Gold plated skins on the EMP.

- Fixed a bug that would cause the weapon model to not show in third person if the player switching between weapons and gadgets in a rapid succession.

- Fixed an issue with the MAS 44 which would make the magazine invisible in third person view if a certain combination of skins was used.

Other Soldier Changes:

- Fixed a bug that would cause the player to be stuck in a death state.

- Players can now also trigger landing rolls using the jump button when hitting the ground.

- Landing roll is now timing based, players have to hold the button within 333ms before hitting the ground to trigger it.

 It was a little bit too easy when you just had to hold down the button.

- Fixed an issue where players would get killed if they had switched seats in a vehicle, left the vehicle and then the vehicle ultimately getting destroyed.

- Fixed a rare issue that was causing soldiers to be misaligned against ladders when climbing them.

- Fixed an issue where in some cases a soldier standing still while looking around would not always be properly updated from the other players point of view.

- Fixed a bug that in rare cases would enable a player to fire their weapon and use gadgets while in a bleed out state.

- Improved soldier ragdoll behavior when they die in water at the same moment as they are vaulting over an object.

- The interaction functionality now only affects the object that is usable and closest to the player, instead of triggering multiple objects close to the player at the same time.

- Improved soldier stability on slopes, player will now slide less often when terrain becomes a bit steeper.

Maps and Modes

- Removed a placeholder box from the Practice Range.

- Firestorm: Altered the map and added three new distinct locations: Watchtowers, Excavation Site, and Blue Forest.

- Firestorm: Fixed multiple clipping issues, floating objects and other minor graphical artifacts.

- Firestorm: Fixed an issue where players in some cases could get disconnected from the server when deploying in the hangar while in a Squad.

- Firestorm: Artillery Strike shells will no longer land very close to the edge of the threat area.

Players outside of the minimap threat area were previously able to take damage from the strike despite the UI telling them they were safe.

- Combined Arms: The Squad leader will no longer get stuck in the menu when attempting to repeat a mission if the squad members have left the game.

- Combined Arms: The outro cinematic is no longer affected by bullets and explosions which would cause screen shake.

- Aerodrome: Improved the capture area on Flag A when playing Conquest.

- Aerodrome: Players will no longer be able to climb up on top of the hangar near Flag E when playing Conquest.

- Arras: Added bullet penetration to the leaves and branches of the big tree close to flag A on Conquest.

- Arras: Removed a magical ladder inside a house that would teleport players. That had to go.

- Devastation: Players can no longer get stuck between the railing and the window canopy near objective A on Conquest.

- Devastation: Players should no longer be able to catch fire through certain walls if there is a fire on the other side of them.

- Narvik: Fix for a floating PAK 40 when playing the Breakthrough mode.

- Hamada: Added bullet penetration to a certain bush that was previously bulletproof.

- Hamada: Added more Tank supply stations on the outer points on Conquest.

- Hamada: Players will no longer be able to hide below the ground near the D flag when playing Conquest.

- Hamada: Players can no longer get stuck in the gap on the ruined wall near F flag.

- Hamada: Added the missing collision on a small area of the bridge which could result in soldiers falling down.

- Panzerstorm: The fuel tank near capture point D on Grand Operations – Airborne no longer clips with the ammo resupply station.

- Rotterdam: The ammo supply station no longer clips with the boxes which made the station difficult to use.

- Rotterdam: Fixed a few sandbags that would remain floating in mid-air if the object below it was destroyed.

- Rotterdam: The destroyed artillery cannon no longer clips with the ammo resupply station near capture point B when playing Grand Operations.

- War Stories: Players that have an eye for details might want to play the War Stories one more time.

UI/HUD/Options/Assignments/Other changes

- Weapons earned through class progression are now properly unlocked even if the player leaves mid-round.

- Fixed a bug with the scoring so that Enemy Hit is back to a maximum of 100 points.

- Fixed missing descriptions on some items in the Armory.

- Fixed the third person bleed out timer on the revive icon to properly show the bleed out rate.

- Rush Dog Tags are now properly unlocked once earned.

- The bronze Dog Tag for the P08 Carbine Pistol is now properly unlocked if earned.

- The Kar98k now has an image and name when the default muzzle is selected in the customize weapons screen.

- The “Play Firestorm” daily order now tracks progression properly.

- Fixed an issue that would cause players to not see Combat Traits under the “Your Company” if the player had just played the Practice Range.

- When players are directly looking at a visible enemy within 8m, the enemy name tag will be visible for that player only, similar to previous Battlefield

- The camera no longer goes under the ground for a second if the match ends while the player is on the deploy screen.

- War Stories: (The Last Tiger) Fixed a bug where in some cases the War Letters were not properly counted which would make it not possible to unlock the Tank skin reward.

- Fixed a rare bug where the deploy timer would get stuck, making it not possible to spawn.

- Finer mouse sensitivity (basic control options screen) adjustment – use the keyboard arrow buttons to adjust the mouse sensitivity for soldiers and vehicles by decimals.

- Fixed the bug where clicking with the mouse on the numeric part of a slider widget would cause the profile option to be reset to 0.

- Firestorm – Added 3 scoring events to Firestorm, for when a squad mate downs, kills or squad wipes enemies.

- Tweaked scoring events for Final Position and Wins in Firestorm: from 50, 100, 150 and 500/750/1000 (squad/duo/squad) to 200, 500, 1000 and 1250/1250/1250.

- Tweaked „Last 32/16/8“ scoring event for Firestorm: from 50, 100, 150 to 200/500/1000.

- A pizza baker was experimenting with new flavors, when he suddenly had an awful idea. He decided to use pineapple as topping.

Having served it to his friend, the reaction was simply “Ha! Why?” – thus, the pizza was named Hawaii.

Stability

- Various crash fixes and improvements to stability.

- Fixed a specific crash that was causing instability when using Spectator mode.

- 6,15 GB groß

Release: 30.05.2019 (Vom Server aus freigeschaltet)

Quelle: xboxdynasty.de | xboxdynasty.de

- Neue Karte "Mercury" wird kostenlos hinzugefügt

Release: 01.06.2019

Quelle: xboxdynasty.de | gamezone.de | gamezone.de

Spezialisierungen und Aufträge

- Ein Problem mit der Spezialisierung der Panzerbüchse Boys wurde behoben, durch das sie eine fehlerhafte Schadensmenge verursachte.

- Ein Problem wurde behoben, durch das Spezialisierungen nicht zurückgesetzt werden konnten.

- Die Aufträge der Spieler sollten jetzt korrekt dem Waffenfortschritt angepasst sein. Bislang konnte es passieren, dass sie sie nicht wie vorgesehen erhielten.

Feuersturm-Fixes

- Spieler, die den Server verlassen, lassen jetzt ihr Inventar auf dem Boden zurück.

- Ein Exploit wurde behoben, der es Spielern ermöglichte, früher auf der Karte zu landen als andere.

- Die Zeichendistanz der Fallschirme anderer Spieler wurde erhöht, sodass aus größerer Entfernung erkennbar ist, wohin sie unterwegs sind.

Stabilität

- Die Stabilität des Zuschauermodus wurde erhöht.

- 1,46 GB groß

Release: 25.06.2019

Quelle: play3.de | xboxdynasty.de || gamezone.de | xboxdynasty.de | play3.de

- Neuer Spielmodus "Outpost" wird kostenlos hinzugefügt

- Kapitel 4 wird am 27.06.2019 gestartet

- Neue Karte „Al Sundan“ in nordafrikanischen Wüsten für bis zu 64 Spieler wird kostenlos hinzugefügt

- Neue Waffen werden hinzugefügt

VEHICLE FIXES

- Airplane engine sounds no longer play repeatedly during flybys.

- Fixed an issue where the Churchill Crocodile turret could be disabled and was unable to be repaired.

- The FlaK 38 no longer scores points from glancing blows against an unmanned Sd.kfz 251.

- Fixed a bug that allowed players to spot enemies with stationary weapons.

- Added the new cooking destruction animation to the Churchill Crocodile reinforcement tank.

- Squad leaders are now able to give squad orders while in the bottom gunner seat in the JU-88 C as well as the flamethrower/front gunner seat in the Churchill Crocodile.

- Fixed an issue with the visual dust effect on some moving tanks.

- The Pak40 and QF 6-pounder anti-tank stationary weapons will no longer automatically reload while the player is in zoomed mode.

WEAPON, GADGET, AND SPECIALIZATION FIXES

- Changed the Boys AT rifle magazine to contain five (plus one) bullets.

- A Boys AT rifle with a medium range scope now correctly shows scope glint.

- Bipods now deploy and undeploy with better response. Previously, the game checked whether the bipod should deploy or undeploy every 0.3 seconds. That is now every 0.1 seconds.

Medical and Ammo Crates

- Players that have selected the Medical Crate or the Ammo Crate can now be seen holding it in one hand when viewed in third person.

- Adjusted the Medical Crate’s healing radius to four meters when deployed and carried.

- The Medical Crate owner is now awarded healing score when the crate’s aura heals friendly players.

- When deployed or selected, the Ammo Crate now also resupplies your teammates’ primary and secondary ammo within a four-meter radius. It also gives score for it, similar to the Medical Crate.

- The Ammo Crate owner earns resupply score when the crate’s aura resupplies friendly players.

- Ammo and Medical Crates now collide with vehicles. This means the crates can be placed on top of vehicles and will remain in place when driving around (in other words: the heal-mobile has returned)!

AP Mines

- Explosion delay after activation has been increased to one second from 0.7 second.

- Activation radius has been increased by 20%.

- Blast radius size has been increased to seven meters from six meters to align with activation delay.

- Max damage in blast radius has been increased to 1.5 meters from one meter to align with activation delay.

- The explosion blast now occurs within an upwards facing half sphere that spawns 0.8 meters above the ground instead of a full radius.

- Players can now avoid blast damage from the AP Mine if they manage to go prone in time. Going from sprinting

 to prone is less likely to allow the player to survive, as the transition is longer than a simple stand to prone transition.

- Max amount of placeable AP Mines has been reduced to two from three.

- Minimum distance between deployed AP Mines has been increased to 3.6 meters (from 0.7 meters).

- Deployed AP Mines are now unspawned one second after the player dies and moves to the spawn screen or parrot cam.

- Moving while prone or crouched (but not crouch-sprinting) will no longer trigger the AP Mine in some scenarios.

PIAT

- One-shot-kill radius against infantry has been reduced to 0.25 meters.

- Splash damage now deals a minimum of 55 damage against infantry up to three meters.

Rifle Grenade Launcher

- Maximum blast damage reduced to 80 from 100.

- Blast radius increased to five meters from four meters.

- Quick-thinking players can now throw back the weapon’s grenade (similar to regular Frag Grenades). Good luck with that!

- The grenade projectile is now also represented as a grenade icon on the battlefield, just like the Frag Grenade is.

AT Grenade Pistol

- The damage on impact against infantry has been lowered from 100 to 98.

Other Weapon Fixes

- The MG34 now applies skins properly on the magazine if the Double Drum Magazine Specialization is selected.

- Improved the hitbox on Incendiary Grenades to better match the visual effect.

- Fixed the missing reload animation for the Krag-Jörgensen.

- Fixed an issue where the firing of the Flare Gun would be delayed after a reload.

SOLDIER FIXES

- Players are no longer able to enter a bleed out state when getting killed outside of the combat area.

- Improved the behavior of exiting the gunner seat of a tank while the vehicle is upside down, reducing the risk of falling below the ground.

- Adjusted how fast the explosion detection happens when moving to another stance. This should make for a more consistent experience relative to what is happening in first person.

- Fixed issues where the detection of explosions and incendiary damage on soldiers would be larger than the size of the soldier in multiple stances.

- Increased consistency on soldier accelerations.

- Increased distance at which downed players can be notified of incoming Medics (that have confirmed that they’re en route) from 25 meters to 50 meters. 25 meters is still the max for nearby Medics.

- Players can bleed out faster in the man down state:

- Bleed out timer speed multiplier has been increased from 2.67x to 3.2x. This means players can bleed out in 2.5 seconds instead of 3.5 seconds.

- Players can hold on for longer in the man down state:

- Hold-on timer speed multiplier has been increased from 2.67x to 3.2x. This means players can hold on for 25.6 seconds instead of 21.33 seconds.

- Manual leaning can now be used in Firestorm.

 MAP AND MODE FIXES

- Fixed an issue which caused the “near end of round” music to play during the entire round.

- Firestorm: Recently, the Excavation Site in the southwest mountains, previously deemed to be insignificant,

has been the scene of feverish activity, and a large dome-like structure now covers the entire site.

Large quantities of material and machinery continues to be transported to the site daily.

Whatever is being built does not yet appear to be operational.

- Firestorm: Fixed a bug that was causing graphical artifacts on the world geometry over longer distances while being in the airplane.

- Firestorm: Fixed a bug that would enable spotting right after jumping out of an airplane.

- Firestorm: Player-selected weapon skins are now applied to weapons found.

- Firestorm: The Commando Carbine, VGO, and Lahti-Saloranta M/26 can now be found on Halvøy.

- Firestorm: Ammo and health interaction icons at a distance have been added.

- Squad Conquest on Fjell 652: Removed spawn points that were placed out of the combat area.

- Squad Conquest on Fjell 652: Made the ladder on the British side indestructible.

- Arras: A bunch of stationary MGs were unintentionally pre-built. This has been fixed.

- Frontlines/Airborne/Rush: Arming and disarming the objectives correctly plays the animation again.

- Frontlines/Airborne/Rush: Removed the falsely applied input restrictions while arming and disarming.

This means the player can change stances while arming and disarming the bomb.

- Frontlines/Airborne/Rush: Removed the fire barrels from the Mcom objectives. (Yeah, those weren’t cleverly placed.)

- Frontlines/Rush: Adjusted the arm and disarm times so they reflect the settings from Battlefield™ 3.

- Decreased the arm time from four seconds to 2.5 seconds.

- Set the disarm time to five seconds. Previously, the length varied between five and ten seconds.

- Frontlines/Rush: Adjusted the bomb fuse times so they reflect the settings from Battlefield 3.

- Decreased the fuse time from 30 seconds to 25 seconds.

- Frontlines/Rush: Adjusted the arm and disarm interaction radius to be appropriate for the objective size (big radius for the artillery cannon, small radius for the Mcom).

This means the player can’t arm or disarm the Mcom from eight meters away anymore.

- Rush: Removed the artillery call-in interactions for defenders from the Rush objectives, since artillery reinforcements are now present.

- Team Deathmatch: Rebuilt the layout on Aerodrome, Devastation, and Fjell 652.

- Team Deathmatch: Rebuilt the size of the layout on Narvik.

- Frontlines: Changed the “locked objective” design a bit. It now shows the next flag immediately but with a lock icon above it that goes away when it’s available for capture.

- Frontlines: Changed the flag capture times to promote more combat and less running and made them all more similar.

- Three-flag layout: Flag capture time increased from 60 seconds to 75 seconds.

- Five-flag layout: Flag capture time increased from 45 seconds to 60 seconds.

- Seven-flag layout: Flag capture time increased from 30 seconds to 50 seconds.

- Frontlines: The game mode timer doesn’t pause and un-pause during the round anymore.

TEAM DEATHMATCH FIXES

- After looking at Team Deathmatch, we’ve made the decision to change the layouts on a few maps.

The goal is to increase intensity and give players a more consistent experience by reducing the size of combat areas and focusing on specific map locations.

We’re very interested to hear your feedback on these changes and whether you prefer the new or old layouts.

- The first map we wanted to change in Team Deathmatch was Aerodrome.

The old layout had interesting areas, but it was a bit unfocused and often ended up with players running back and forth, not finding fights.

 The new layout revolves more closely around the hangar.

- Devastation had the biggest Team Deathmatch layout. We’ve decided to reduce it as we want Devastation to embrace its close-quarter flavor.

The new layout takes place in the run-down sections at the mall. This should mean fast-paced infantry mayhem!

- Fjell 652: With the new layout of this map, we center around the village.

The old design saw much of the fighting happening in the open, between points of interest.

With this new approach, the fights should become more interesting and fast-paced.

- Narvik: This vista had a good Team Deathmatch design, but it was slightly too big and made some of the spawns frustrating.

We have removed the southern part of this layout to create a more intense experience.

UI, HUD, OPTIONS, ASSIGNMENTS, AND OTHER FIXES

- Platoon emblems are now properly equipped to weapons when applied.

- Corrected the requirements for the LS/26 Proficiency V and VI assignments.

- Fixed a bug that stopped players from spawning in a land vehicle after having used the Staghound.

- Improved the function of when a squad leader cancels a matchmaking instance. Previously, it wouldn’t always be applied to squad mates.

- The Flakpanzer IV and Panzer 38T now show the correct number of seats on the “select vehicle” screen in the Company menu.

- Fixed an issue that would render most of the screen as black, both on the deploy screen and when spawning at the start of a match.

- The stationary MG on Combined Arms now shows the correct icon in the kill log.

- Fixed an issue that would sometimes hinder a player from rejoining a server that they previously had gotten kicked from due to being idle.

- Increased the distance at which downed players can be notified of incoming medics from 25 meters to 50 meters.

STABILITY FIXES

- Made improvements to fix sudden frame drops occurring when firing a stationary cannon, or when getting shot while playing Firestorm.

- Made general stability improvements.

- [Xbox] Added a manual lean toggle/hold option.

- [PS4] Added a manual lean toggle/hold option.

- 5,36 GB groß

Release: 04.07.2019

Quelle: gamezone.de | gamezone.de

- Ein Fix für eine Gesichtsbemalung ist enthalten

- Stabilitätsprobleme in Zusammenhang mit dem Eroberungs-Modus (Conquest) behoben werden

- Mit dem Patch wollen sie etwa die neuerlichen Abstürze auf Xbox One aus der Welt schaffen

- Ausserdem wurde die allgemeine Stabilität verbessert

- 1,64 GB groß

Release: 12.07.2019

Quelle: gamezone.de

- Probleme mit dser Stabilität wurden ausgebessert

- Auch die Probleme mit Abstürzen wurden behoben

- 164,19 MB groß

Release: 25.07.2019 (Version 4.2.0)

Quelle: gamezone.de | reddit.com

- We have reduced the recoil, and increased the muzzle velocity for the P08 Carbine in a bid to improve its effectiveness

- Kills in Firestorm are now awarded if the enemy player disconnects during the downed state

- Transport vehicles now have environment specific skins. Players will find transports that sport Forest, Desert, Snow, and Mediterranean camouflage schemes on appropriate levels.

Bug Fixes

- Fixes targeted at removing extreme instances of Invisible Soldiers

- Specializations are now able to be reset on the P08 Carbine

- The game will no longer stutter when killing enemies with tanks

- Removed an unintended suppression effect that was applying to infantry soldiers when a tank fires it’s main cannon

- The screen will no longer turn black when firing stationary cannons

- The Arras sights on the Lewis gun now displays correctly when using extended mags 

- Rate Of Fire for the MKVI Revolver has also been reduced to 180RPM, from 200RPM

- The correct crosshair now shows for the Mosquito FB MKVI on all load-outs

- The Company will now display the correct amount of bombs for the JU-88 

- Players trying to spawn into airplanes should no longer get stuck on the deploy screen

2,98 GB groß

Release: 30.07.2019 (Version 4.2.1)

Quelle: play3.de | xboxdynasty.de | gamezone.de

- Neue Karte „Marita“ in Griechenland wird kostenlos hinzugefügt

Am 8.8.2019 werden weitere Marita Playlist freigeschaaltet welche für 32 Spieler geeignet sind

- Neue Waffen werden hinzugefügt

- Elite-Soldaten Norman Kingsley sowie Ilse Schattenwolf wurden freigeschaltet

- 553,66 MB

Release: 07.08.2019 (Version 4.2.2)

Quelle: gamezone.de | xboxdynasty.de

- Eliminated the most common cause of crashing on all Platforms, across all game modes

- Separately fixed a different issue, addressing a hard crash in Practice Range when interacting with Planes

- 490,73 MB groß

Release: 03.09.2019 (Version 4.4)

Quelle: play3.de | xboxdynasty.de | gamezone.de || play3.de | gamezone.de | xboxdynasty.de

- Spieler-Level wird von 50 auf 500 angehoben

bis 100 bekommt man pro Aufstieg Kampanienmünzen

Für Rang 100 bekommt man eine Erkennungsmarke

- Neue Karte „Provence“ & Lofoten Islands werden kostenlos hinzugefügt

Stability

- General stability improvements and crash fixes

- Resolved a performance issue that could occur when breaking enemies armor on Firestorm and cause Stuttering

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

- 14,75 GB groß

Release: 26.09.2019 (Version 4.6)

Quelle: gamezone.de || play3.de | gamezone.de

- Neue Karte „Al Sundan“ in nordafrikanischen Wüsten für bis zu 64 Spieler nun auch in Eroberung und Durchbruch verfügbar

Maps and Modes

- Al Sundan: Set the default FOV to match the other MP maps.

- Aerodrome: Added out of combat area on top of the airplane hangar.

- Arras: Fixed the floating sandbags that would remain if the players destroyed the bridge near B on Conquest.

- Arras: Fixed some spawns that were out of bounds when playing on Breakthrough.

- Arras: Fixed the collision of the curtains around window frames which could block bullets.

- Devastation: Fixed an issue that would hinder the Squad Reinforcement vehicles spawning on Breakthrough.

- Devastation: Fixed an issue that would cause a flickering graphical issue inside of the church.

- Devastation: Fixed an issue that would cause for players to get stuck in piles of wood debris.

- Fjell 652 - Improved visibility slightly for planes during extreme weather.

- Marita: Fixed an issue that would cause some players to spawn in the middle of the air, causing them some damage when landing on Frontlines.

- Marita: We moved the B objective from the second sector on Breakthrough since we saw a huge unbalance during this phase.

 Telemetry showed that attackers only had a change of getting through this sector in 30% of sessions.

We hope that this change brings Marita in line with the other Breakthrough setups.

- Marita: Adjusted some spawns in CQ and Breakthrough to ensure that players do not spawn outside of the Combat Area, or too close to flags which aren’t controlled by the players Faction.

- Mercury: Players will no longer get stuck in the gap between the barbed wire and the sandbags.

- Mercury: The door interact prompt is no longer displayed when a specific door has been destroyed.

- Operation Underground: Base files added ahead of the maps release in October.

- Rotterdam: Fixed an issue that would sometimes cause players to vault when jumping through a door opening.

- Rotterdam: Players will no longer be able to vault on small street curbs.

- Global: Fixed a faulty collision on the Trucks flatbed cover

- Combined Arms: Fixed an issue where AI Soldiers would not detonate AP Mines

- Firestorm: Players can no longer fall under the map near the Minerva Docks

- Firestorm: Fixed an issue that would make textures pop in if a dead player would switch between different players while spectating.

- Firestorm: Improved revive interaction, ensuring that it now triggers when the interaction pops up.

- Firestorm: Revives are now more reliable. We’ve ensured that interactions will no longer be interrupted when aiming straight at the soldier.

- Firestorm: Door barge is now working smoothly, and you should find that you’re less likely to get blocked when sprinting at a door.

- Firestorm: Interactions with Doors will now take priority over interactions with nearby dropped weapons.

- Firestorm: Airplane exit velocity has been fixed. You will now exit the airplane whilst maintaining velocity, instead of dropping down.

- Firestorm: Made the non-interactable doors in the dome indestructible, as this would lead players below the intended playable area when going through them.

- Practice range: The M1907 now has the correct ammo count.

- Spectator mode: Added “SHOW PLAYER OUTLINES” that now allows spectators to display the outlines for all players, or for a specific team, instead of only for a selected squad per team.

General Weapon Changes

- Reduced the horizontal free aiming angle when prone by 40°, this means the slowdown when turning too much will now kick-in earlier.

- Fairbairn Sykes: Added blood effects on the weapon following a takedown.

- Gewehr 1-5: Increased vertical recoil from 1.22 to 1.42 and reduced muzzle velocity from 620 to 580 m/s.

This is to make it a bit harder to use this gun at longer distances, in order to better balance out its strength at close and medium range.

- Karabin 1938M: Reduced vertical recoil from 1.44 to 1.25. This weapon is intended to be an easier version of the Gewehr 43 at the cost of slower reloads,

 but so far the advantage in recoil was not quite good enough, and so we’re making this tweak to balance that out.

- Kar98K: Fixed an issue with the reload animation while being in ADS, and having the bi-pod specialization active.

- MP28: The Jäger skin now properly shows on the extended mag.

Gadgets

- Smoke VFX used to identify friendly or enemy artillery barrage now uses custom color settings to help with colorblindness.

- Active friendly flares now have their spotting radius visible on the minimap

- Enemy Spawn Beacons now display enemy nametags when looking directly at them inside of 8m.

- Improved the deployment of Ammo and Health crates, which could sometimes be deployed below the ground under certain circumstances.

- Added a sound to opening and closing the lid on the ammo and the health crate

- Increased maximum throw distance of health and ammo crates when attempting to throw it further by aiming higher.

- Players will no longer be overly slowed down prior to using throwable gadgets and weapons, such as Grenades, Throwing Knives, Ammo/Bandages, and Crates.

Similarly, self healing actions will no longer interrupt sprinting.

- Fixed an issue where the spotting scope would prevent sprinting when the player presses the fire button without zooming.

- Fixed a pair of issues related to stances, which were preventing soldiers from being reliably spotted when using the Spotting Scope.

- Fixed a minor flickering issue around the sides of the Aperture sights when ADS.

- Fixed an issue where friendly and enemy spawn beacon world icons would show through any wall, and ensured that the icon will no longer disappear when within 5m of the gadget.

- Fixed an issue where the self-heal pouch indicator would remain grayed out when receiving a new pouch.

- Fixed an issue that would not let players pick up sticky dynamite from some surfaces when attached.

- Fixed inconsistent damage between Axis Impact Grenade and Allied Impact Grenade, now both deal 65 damage within 2m.

- Fixed an issue that caused various sounds to not play when deploying and using the ammo or health crate.

- Fixed an issue that would cause flares to do damage to players even after they had finished burning in some cases.

- Fixed an exploit caused by flare guns and all variants of smoke grenades which caused repeating Spotting/Unspotting behaviours.

 This unintentionally resulted in players receiving spotting score for targets inside of smoke effects every second.

Vehicles

- The Tank weapons and abilities HUD is now properly shown without the player needing to use them or changing seats.

- Players firing their weapons from the passenger seat should now always play its animation properly.

- The Blenheim MK 1 no longer automatically replenishes it’s 50.cal ammunition.

- Fixed an audio issue which caused for vehicle repair sounds to be lower than expected, especially in First Person (the sound was obstructed even for the person in the vehicle).

- Fixed an issue that would cause vehicle decals to disappear at certain close distances.

- Fixed an issue that would cause damage to free spawned unused vehicles on the map after 2 minutes.

- Fixed a rare issue that would make some vehicles to suddenly disappear.

- Improved revive interaction consistency when there is an elevation difference between players.

- Improved revive interaction consistency between different player stances.

- The revive interaction prompt now only shows if the revive interaction is actually possible.

- Increased the aim angle necessary to revive a friendly player to 30° from 20°.

- Decreased the aim angle necessary to pick-up a weapon on the ground to 20° from 30°.

- General consistency improvements to sliding when turning and losing speed.

- Increased sliding activation consistency, the time allowed between two button presses to trigger a slide is now longer.

- The soldiers swimming state is now properly triggered if the players falls down into the water from a large height.

- Fixed an issue where quick-throwing an ammo or health pouch when spotting a friendly player had a different throw angle than when pressing the gadget slot key to throw which resulted in fail throws.

- Fixed the position of the repair tools flame VFX.

- Fixed graphical issues with the Stormchaser and Bergsteiger cosmetics.

- Fixed an issue where the player could get stuck in man down state if revived when the timer is about to run out.

- Fixed an issue where the player could remain stuck floating in the air, if revived on a surface that gets removed during the revive (a vehicle, a destroyed bridge etc…).

- Fixed an issue which could cause the camera to be misplaced as players climbed ladders with certain gadgets equipped.

- Fixed an issue that could cause players to end up in an infinite dead state without being able to redeploy.

- Fixed an issue where the player could switch to the Syringe after reviving a player while selecting the AP Mine.

- Fixed an issue where the player could switch to the bomb after reviving a player near a Rush or Airborne objective.

- Fixed an issue where the player could end up in man down state while being alive following a successful revive.

- Fixed an issue where the Medic’s Swift Effort trait was not providing the advertised increase to sprint speed when spotting a downed friendly.

- Fixed an issue where minimap icons would appear when enemy players were tossing a Bandage to other soldiers.

- Fixed an issue that caused a graphical artifact when a player using The Nachtigall headgear entered into a ragdoll state.

- Fixed an issue where the lean and peak over animation could not be seen after 50m.

- Fixed a rare issue where hit detection could fail on soldiers changing stance (specifically when going prone)

- Fixed an issue where barging through a door while sprinting would get delayed when hitting the door

- Fixed an issue where interacting with a door would be impossible if an AP Mine, a sticky dynamite or an AT Mine is placed next to it.

- Fixed an issue where barging through double doors would not be possible when aiming exactly between both doors

- Fixed an issue where certain animations were not correctly replicated when a player was entering the screen’s view (such as grenade throws).

- Fixed a rare issue that would cause the players weapon to not reappear after defusing an M-COM.

- Fixed a rare issue that would occur if a player squad spawned on a soldier that was parachuting and was already close to the ground,

which would result in a fall to death. The spawning soldier will now properly get their parachute activated and land safely

Additional Improvements:

- With this update, we have fixed the issues introduced in 4.4 that was causing the latency numbers to display incorrect values on the scoreboard.

Thanks for your patience whilst we restored this back to its normal working order.

- Health and Ammo Crates now show a world icon that is visible up to ~30m.

- Health and Ammo Crates are now marked on the minimap with an icon.

- Enemy Health and Ammo Crate icons are only visible if the player has line of sight on the crate.

- The player that can receive an Ammo Pouch or a Bandage will now show a contextual throw indicator.

- Aiming directly at friendly players will now be taken into account to calculate the priority pouch receiver in a case

where there are multiple potential receivers (on top of looking at current player health/ammo, distance to player and requesting players).

- Added an agnostic Request Icon visible on minimap.

- Adjusted the size and readability of the Request icon visible in the world to use more space in the circle.

- Request Icon is now more responsive, updates more often and will appear, disappear faster.

- Fixed an issue where the Request Icon would sometimes not properly stick to the edge of the screen.

- Repair request icons now show with a wrench icon instead of a tanker icon.

- Players using the “Request Ride” command now show with a vehicle icon instead of a tanker icon.

- Friendly squad leaders now also show the direction in which they are looking on the minimap, represented as an arrow.

- Fixed an issue where downed players would not be marked with an “x” icon on the minimap.

- The “Request Ammo” world icon is no longer visible when the player is barely missing any ammo (unless a support is within 18m distance of that players AND directly looking at that player).

- The “Request Health” world icon is no longer visible when the player is barely missing any ammo (unless a support is within 18m distance of that players AND directly looking at that player).

- The “Request Health” world icon is now properly removed as soon as the player receives healing from a healing source.

- Increased the visibility of friendly vehicle health bars to 50m (from 10m).

- Looking at a friendly soldiers directly over any distance will now always show the kit icon over any distance

- Default friendly soldier icon and name tag opacity while zooming is now 60% (this change will only apply to new option profiles and resets)

- Spawning for free transport vehicles have been slightly overhauled. Free vehicles will now more aggressively de-spawn, and they will automatically re-spawn regardless of player proximity.

This should mean that players can now more reliably and consistently get access to free transport vehicles from their designated spawn position (often the main HQs).

- We have changed the deploy screen UI to enable better readability for free transport vehicles.

There is now a 1:1 vehicle representation of free vehicles and Stationary Weapons, which allows players to make informed decisions on where they can deploy and find a free vehicle.

- Added new gameplay options for danger ping marker that allows transparency to be scaled in hip-fire, and while aiming down sight.

These options are called "DANGER PING OPACITY" in the "DEFAULT ICON OPACITY" and "ADS ICON OPACITY" section under basic gameplay options.

- Danger ping marker icon also now becomes invisible when looking directly at it to prevent the marker from blocking sight on an enemy target hidden behind the marker.

The danger ping marker transparency starts scaling down when the angle between the marker and the player's aim is lower than 15°.

- Dogtags that are unlocked during gameplay are now properly shown as an awards pop up.

- Corrected the S2-200 Proficiency VI assignment to match the description.

- Corrected the MAB 38 Proficiency V assignment.

- Added the Panzerbüchse 39 icon on the statistics screen.

- Friendly downed players are marked with the x icon again.

- Teamkills are no longer possible if a player destroys a vehicle that a teammate has just exited.

- Did you know that Peanutbutter and pickled cucumber sandwiches is an actual thing?!

- Fixed an issue where soldiers could sometimes not be spotted while clearly visible in certain stances.

- Fixed an issue that was making it difficult to sometimes pick up items from dead players.

- Fixed an issue where danger ping marker would sometimes become very hard to see when aiming down sight due to being affected by objective icon opacity and friendly opacity.

- Fixed an issue where the “Request repairs” world icon would show up for any player when requesting repairs through the comrose including players that cannot repair.

- Fixed an issue where Request Icons would show for all players that are missing any ammo or any health when looking at a player that is missing any ammo or any health.

- Fixed an issue where the “Request repairs” world icon would never show up when the vehicle is low on health.

- Fixed an issue where the vehicle health bars would never be visible if the vehicle crew contains a squad member.

- Fixed an issue where the spawn beacon’s health would display the health of the Spawn Beacon owner.

- Fixed an issue where Friendly vehicle icons would become almost invisible over distances.

- Fixed an issue where friendly stationary machine guns world icons would not be occluded through walls.

- Fixed an issue where enemy stationary machine guns world icons would not be occluded through walls.

- Fixed an issue where world icons for vehicles, stationary weapons and Spawn Beacons would transition to LookAt behavior from a too wide angle.

- Fixed an inconsistency on spotted enemy icons when spotted with different spotting gadgets (Flare Gun, Spotting Scope etc).

- Fixed an issue where the comrose or reinforcement menu would instantly close if assigned to any mouse buttons.

- 7,32 GB groß

Release: 01.10.2019 (Hotfix)

Quelle: xboxdynasty.de

- Verbindungsabbrüche auf Xbox One beseitigt

- 492,97 MB groß

Release: 03.10.2019 (Vom Server aus geändert)

Quelle: play3.de | xboxdynasty.de | xboxdynasty.de

- Neue Karte "Operation Underground wird kostenlos hinzugefügt

Release: 22.10.2019 (Version 4.6.2)

Quelle: gamezone.de

- Anpassungen und Optimierungen im Hintergrund

- 161,93 MB groß

Release: 29.10.2019 (Version 5.0.0)

Quelle: play3.de | xboxdynasty.de | xboxdynasty.de || play3.de | xboxdynasty.de | gamezone.de || xboxdynasty.de | gamezone.de

- Kapitel 5 wird gestartet

- Neue Fraktion: US und Japan

Neue Karten: „Iwo Jima“, „Sturm im Pazifik“ werden hinzugefügt

- Neue Waffen, wie M1 Garand und M1919A6. werden hinzugefügt

- Neue Fahrzeuge wie Bote uvm

Weapons

- Players are now able to inspect their primary and secondary weapons directly while playing. Simply hold down the commorose button, and press the reload button to take a look.

- Fixed an issue that caused the smoke grenade’s visual effect to flicker.

- Fixed an issue that would cause players to sometimes use their primary weapons as syringes during the revive animation.

- RSC: Fixed an issue that would result in a visual problem when reloading the weapons with some specific soldier skins.

- M1928A1: The weapons shadow no longer looks like it has a fore-grip.

- Fixed an uncommon bug which made it look like soldiers used an ammo pouch to gain health back, or used a health pouch to gain ammo.

- Fixed a bug that would cause the grenade launcher on the Tromboncino to be unusable if the weapon was dropped and then picked back up.

- Flaregun Radius and TTL re-balance: Flares last longer in general, and vehicle flares cover larger areas.

- Fixed a bug that would enable the Panzerbüchse 39 to fire multiple times in a row.

- Fixed a bug with the ricochet tracer visual effect which made it look like it was going in the opposite direction of its original trajectory.

- Fixed an issue where healing rates could stack between self-heal pouch and medical crate (only the highest rate will now apply).

- Increased medical crate aura regeneration rate to 16HP/s from 12HP/s as a result of healing rates no longer stacking.

- Improved detection of fire damage against soldiers. This will reduce situations where players can take fire damage while not being visibly close enough from the fire.

- Increased incendiary grenade radius to 4.5m from 4m to better match the effect.

- Increased the Incendiary grenade damage duration to 7s from 6.5s to better match the effect.

- Fixed a bug that sometimes caused the health and ammo crates to be deployed below the ground when deployed whilst prone.

Balance Changes

- Since the M1935 PG had been heavily affected by this, its horizontal recoil has been increased to offset the drastic increase of accuracy when bursting.

- Increased horizontal recoil from 0.3 to 0.375 and from 0.225 to 0.3 when using the Ported Barrel specialization on the M1935 PG.

- Model 8: Increased rate of fire from 180 to 200 and from 200 to 225 with the Trigger Job specialization.

Suomi

- Reduced vertical recoil from 0.72 to 0.69.

- Reduced recoil pattern slightly.

- Lewis Gun: Increased horizontal recoil from 0.45 to 0.48.

Additional Changes:

- Improved the visibility of aperture sights against all backgrounds.

- Improved the MP28 front sight, it is now thinner and easier to aim with.

Soldier

- Fixed an issue that would cause players to slowly glide across the terrain whilst waiting to start a round.

- Fixed an issue that would cause players to be seen playing the swimming animations whilst on the ground.

- Fixed an issue where players could often be seen with low animation quality in high density areas.

- Fixed an issue where it would sometimes be possible to collide with soldiers that are dead.

- Soldier collision is now disabled as soon as the player dies, this means it will now be possible to move through players faster which will prevent cases where you can get blocked by a soldier you just killed.

- Improvements to the bleed out state that should decrease the chance of players getting stuck in a bleed out state.

- Fixed an issue that caused the soldier to clip with the camera when opening a door while switching weapons.

- Fixed an issue that would cause an infinite death state if a player was roadkilled right after being revived.

- Fixed a bug that would not trigger the temporary slow down penalty after using the bayonet charge.

- Fixed an issue where players would be able to jump whilst charging.

- Holding down the melee button no longer blocks the sprint and jump input.

- Improved the vaulting animation when players are using the Revolver.

- Fixed an issue where a soldier would sometimes get blocked whilst vaulting over medium sized obstacles.

- Players are no longer blocked from throwing health and ammo pouches while at the same time firing a weapon at full auto. The firing will now correctly pause to throw a pouch.

- Improvements to players that die while using a parachute: the sound will no longer cutoff if the player redeploys while parachuting,

and we have removed the body falling sound effect if the player is in the air.

- Improved soldier ragdoll behavior to decrease the risk of them getting the “hanging from the hips” bug.

- Fixed an issue where soldiers could get stuck against collision with hard-edged assets, like for example the edge of a bridge railing.

- Fixed an issue that would cause the revived players to be in T pose when the reviver cancels the revive animation.

- Fixed an animation bug that could sometimes cause certain soldiers to be seen moving around in T pose.

- Fixed an exploit that would allow medics to endlessly throw medical pouches at each other.

- Fixed a bug that allowed players to deploy the bipod on shallow water.

- Improved activation consistency of the sliding functionality.

- Added support to choose between press or double-tap to activate sliding (default is double-tap).

- Increased Sliding cool down to 2s from 1.5s.

- Fixed an issue where soldiers teleport to an old position when exiting a vehicle.

- Fixed an issue where a soldier could vault through ceilings above stairs on Operation Underground.

- Players in shallow water can be revived now.

- Players can no longer get revived while in mid-air, which would cause players to end up under the terrain in some rare cases.

Vehicles

- JU-88 bottom gunner now properly shows hitmarkers when doing damage.

- Fixed a rare bug that would cause players to spawn into the world without a plane, after they had selected a plane from the deploy screen to spawn into.

- Fixed a graphical bug that could occur if players sat in the top gunner seat in the Sturmgeschutz IV tank while firing it.

- The Churchill MK VII top gunner turret no longer looks broken if the player uses the cover function from certain directions.

- Improved the animation from third person when a player switches seats in an airplane.

- Mounted and Coaxial Machine Guns have had a significant redesign.

These weapons how have a converging accuracy model, with an initial period of inaccuracy that improves with shooting until the weapon is fully accurate.

The accuracy potential of all these machine guns is higher now than it was previously, but only after firing a few rounds.

Overheat has also been adjusted to balance with this new technique, allowing for more forgiving instances of overheat, especially when firing in long, suppressive bursts.

Additionally, the velocity of rounds fired from the machine guns have been increased,

making hitting targets of opportunity and moving targets easier, however the damage of these weapons has been reduced at long range, to prevent overly effective instances of sniping with the MG.

 You should now find MGs easier to use and hit targets once they are zeroed in, but targets at long range will have more time to react before they are killed outright.

- Reduced the rate of fire for bomb loads of 4 or more.

The high rate of fire of these bomb loads allowed a player to drop all their bombs effectively in one area, negating accuracy and making the choice between different bomb types poor.

 In general, there is a longer delay between bomb drops but bombs generally have more effective blast radius, especially against infantry.

- Increased the default turret speeds and adjusted the acceleration and deceleration curves to be more responsive.

- Reduced the impact of disabled turrets on the speed of the turret.

- Improved the accuracy of the bomb sight in both First and Third person cameras. The biggest improvement is in the First Person View.

- Holding the fire button while dropping multiple bombs will now update the target position for each bomb dropped.

- Refactored Ammo Counts for vehicles with unlimited magazines so they show the ammo count instead of the total ammo.

This fixes stationary AT guns showing 0 ammo when they actually have unlimited ammo.

- Reduced the overheat and adjusted the explosive damage of the AA for consistent hit damage against bombers and fighters.

Players should now get consistent damage against all aircraft types, and AA can now destroy an aircraft flying directly at the AA without overheating.

Aircraft will need to be crafty and dodge and evade the more stationary AA, rather than simply absorbing the damage as they could do previously.

- Increased shockwave time so that planes have a larger chance to escape the shockwave of low dropped bombs.

- Fixed an exploit that would cause the Bleinheim passenger guns to not overheat.

- Fixed a visual bug with the Mosquito 6PDR guns reload.

- Improved the Kubelwagens steering animation and touched up the handling.

- Tank turret aiming when using the chase camera (3p) has been redesigned.

Maps and Modes

- Arras (Squad Conquest): Ammo crate near capture point A is no longer rotated backwards.

- Arras (Breakthrough): Fixed some spawn points that were placed out of the combat area.

- Al-Sundan: The teams no longer have swapped reinforcement vehicles.

- Al-Sundan: Windows on certain buildings are now vaultable.

- Al-Sundan: Fixed many issues that would allow players to look through the geometry of certain rocks or even clip into them.

- Al-Sundan (Breakthrough): Fixed an issue that would cause issues with spawning reinforcement vehicles in sectors 3 and 4.

- Al-Sundan: Added collision to the crates located at Capture point C.

- Devastation: Players can no longer get stuck near the bookcase at Flag C by falling behind it from above.

- Devastation: More fixes for an issue that in some cases enables players to see through the geometry when certain walls have been destroyed near the altar area.

- Devastation: Fixed the Health resupply station near Flag E which was missing it’s interaction prompt.

- Fjell 652 (Squad Conquest): Fixed an exploit that would allow players to get on top of a mountain.

- Hamada: Removed an AA that was placed under the ground which would cause a phenomenon on the deploy screen which made it look like a turret icon floating across the map.

The same issue was also fixed on Rotterdam.

- Hamada: Improved the terrain on the side of the cliffs close to Flag F that could look a bit corrupt while flying in an airplane.

- Marita: Fixed an exploit that would allow players to get on top of the mountain at the edge of the map.

- Marita: Fixed an issue with the mountain wall near the bridge which players could get into.

- Marita (Conquest): Improved the spawn points which in some cases would cause players to spawn too far away from the flags.

- Marita: Certain tree branches no longer stop bullets.

- Narvik (Breakthrough): Fixes for Vehicle Reinforcement Spawns that were out of the combat area.

- Narvik: Fixed an issue with a backdrop artillery effect which would look like a streak of fire moving quickly across the entire map.

- Narvik (Breakthrough): Fixed the floating resupply station in the last sector.

- Panzerstorm: Fixed some issues with tank spawns being blocked which would result in “The deploy point you selected is no longer available”.

- Provence: The window on the church is now vaultable.

- Provence: Players can no longer get stuck between the two window shutters near Capture point B.

- Rotterdam: Fixed an issue that made it not possible to call in the Squad reinforcement tank.

- Rotterdam: Players can no longer get stuck between the supply stations near “Boompjes”.

- Rotterdam: Added out of combat area on top of buildings that were being exploited.

- Operation Underground: Performance optimizations to improve the overall frame rate.

- Operation Underground: Fixed flickering texture issue in a corner of a room near B flag on Conquest.

- Operation Underground: Players will no longer be able to fire smoke grenades right through solid walls of some buildings.

- Operation Underground: Fixed a bug that would cause players to get under certain metal shelves and then not being able to get out.

- Operation Underground: Fixed a small bump in the terrain near a specific tunnel, which could cause players to not properly peak out from it’s corner.

- Operation Underground: Fixed a bug related to destroying lights in the ceiling, but the destroyed lamp would still emit light.

- Operation Underground: Fixed an issue that would cause the V1 / JB-2 sound to get stuck and not stop playing.

- Operation Underground: Players will no longer drown in shallow water when the Subway gets flooded.

- Operation Underground: Player destroying the wooden train wagon with explosives will no longer result in floating planks.

- Operation Underground: Improved the pile of rubble that overlooks the C point, players will no longer be able to clip through it and hide in it.

- Operation Underground: Fixed the odd black texture on the ground near the “Trinkhalle” at Capture point C.

- Operation Underground: Fixed some floating objects that would linger after a wall was destroyed.

- Operation Underground: Removed a fire effect that was incorrectly placed on the ceiling in the subway.

- Operation Underground: Removed some invisible fires close to the C flag that would suddenly light players on fire when proning.

- Operation Underground: Tweaked ambient fires in the rubble to cause damage to players in a more predictable way based upon the fires radius.

- Operation Underground: Improved smoke from atmospheric fires to not clip through the wall and emerge on the floor above.

- Operation Underground: The Sandbag fortification near C can now be built from both sides.

- Operation Underground: Brightened up dark areas of ticket hall and changed exposure settings so that players can look outside, while inside the ticket hall.

- Operation Underground: Fixed issues that would enable players to get outside of the intended playable area.

- Operation Underground: Fixed the terrain close to the entry of the Subway stations that allowed players to look into the void outside of the map.

- Operation Underground: Fixed an issue with the background airplanes that in some cases could fly too close to the deploy camera.

- Operation Underground: Players can no longer get stuck in the rubble close to a building near the edge of the map by Capture point A

- Breakthrough Mode: Announcer voice over now announces when an objective has been captured.

- Combined Arms: Bridgehead Mission – The enemies are no longer inside the extraction zone while the players are getting ready.

- Combined Arms: Improved the AI aiming while they are using a vehicles weapon or stationary turrets.

- Grand Operations The announcer voice no longer overlaps two voice overs when the end of round transition occurs.

- Fixed an issue that would in some rare cases cause blocky looking trees in the main playable area.

Spectator Mode

- Improved behavior of airplanes to not make it so that they don’t stutter while being spectated in third person mode.

- Spectating a player that is out of bounds no longer causes the OOB overlay to stick for the spectator.

- Added an „Enable character lighting“ toggle to the post process tab that allows Spectators to disable the character visibility filters to help give player models a more cinematic look.

- Changed the depth of field focus, near and far distance sliders in the camera tab to allow for smaller adjustments.

Larger adjustments can be made by holding the button down for more than a second (these smaller depth of field adjustments are not currently available in 3rd person director mode).

- Fixed an instance of crashing that would occur in some cases when using Spectator Mode on Operation Underground.

General Audio Improvements

- Tweaked the stereo output configuration to deliver a more balanced and readable downmix from the native surround mix,

with increased low frequency response and improved clarity for sounds behind and outside of the player’s visual perspective.

- Tweaks to how vehicle, explosion and weapon audio attenuates over distance with the aim of delivering higher consistency and a tighter, clearer mix.

- Increased directionality in close to mid-range weapon audio.

- Normalized distance delay on loud sounds like weapons and explosions, with more physically believable behavior. In most cases this equates to a shorter delay.

- Tweaked the content of close, super-sonic bullet-pass bys for assault rifles to be clearer and consistent when compared with other weapon types.

- Tweaked the processing of first person weapon audio to deliver a more ‘snappy’ (stronger initial transient) and ‘punchy’ (pre compression of the weapon audio prior to the master output) sound.

- Fixed cases where the final mix was corrupted or distorted, due to performance fluctuations.

- Smoothed the transitions from gameplay to deploy screen, and vice versa.

Third Person Movement (Footsteps) improvements, including;

Rebuilt and streamlined the logic and mixing behaviors from the ground up for improved stability, consistency and readability.

Third person footsteps are, on average, louder.

Reduced the volume difference between slow, regular and sprinting speeds.

Reduced the volume difference between material types.

Reduced the effect that obstruction had on footstep volume.

Increased the mix difference between friendly and enemy footsteps in terms of volume, sense of weight and distance drop-off.

Enemies footsteps now have a higher priority in the mix and are now able to reduce other lower or distant sounds, in order to cut through the general combat soundscape more often.

Fixed instances of missing triggers for various movement based sounds. ‘Stutter stepping’ will more consistently cause triggers.

All non-footstep movement sounds such as vaulting, climbing, wall impacts, jumping, stance changes, crawling,

equipment and weapon add movement are not down-prioritized for performance reasons anymore and play as a consistent package together with the footsteps now.

Fortification improvements:

- Building speed significantly increased.

- We fixed a bug that made it impossible to rebuild fortifications destroyed by collapsing buildings.

- Already built fortifications no longer block building of unbuilt fortifications. For example, lying prone on a dirt mound cover fortification and then fail to build the sandbag wall on top of it.

- You are no longer able to build objects through walls and other static objects.

- The fortification UI in the middle of the screen will no longer show at very long distances, it will now only show when you are actually in range to build.

- Fixed an issue that now allows unbuilt fortifications to be visible again on the mini-map.

- Improvements to the Fortification system which reduces the possibility of building fortifications that are out of sight or behind a wall.

- 11,63 GB groß

Release: 31.10.2019 (Hotfix)

Quelle: twitter.com

- 165,85 MB groß

Release: 05.12.2019

Quelle: play3.de | xboxdynasty.de | private=play3.de || play3.de | gamezone.de | play3.de | reddit.com

- Neue Karte: „Wake Island“.

- Private Spiele können erstellt werden

- Außerdem werden zusätzliche Waffen eingeführt. Dazu zählen: BAR 1918A2, Type 97 MG, Nambu Type 2A, M3 Grease Gun.

Weapons, Gadgets, and Specialisations

- Adjustments to hitmarker-kill and headshot-kill sounds.

- Fixed an issue where the Flamethrower would not deal direct hit damage to targets in the caves, and deal only light splash damage.

- We have also fixed a similar issue where the Flamethrower could deal direct hit damage to targets who were directly pressed against the other side of a wall.

- Flamethrowers will no longer cause soldiers to get thrown around when they are killed by it.

- Fixed a bug that would prevent gadget pick-ups from respawning if a player that had the pick-up would leave the server.

- Increased Fliegerfaust's projectile lifespan to 3s from 1.5s (meaning that the projectile will now travel up to 600m instead of 300m).

- The Fliegerfaust now fires 2 salvos of rockets instead of 3 and the delay between bursts has been increased accordingly.

- Somewhat reduced how close to the airplane a Fliegerfaust projectile needs to be in order to detonate.

This means players will have to correctly predict plane trajectories and be more accurate inorder to deal consistent high damage to a plane.

- To compensate for the less lenient distance detonation, the grouping consistency of the Fliegerfaust bursts has been increased to still allow players to be effective if they can predict plane trajectories and correctly lead the projectiles.

- Reduced Fliegerfaust's accuracy when hip-firing.

- Fixed an issue where the hint messaging suggested that the player needed to Aim Down Sights in order to fire the Fliegerfaust.

- Added the missing 2x scope to the M1 Garand, and ensured that the iconic ping sound when ejecting a clip can now be heard by all close by players.

- Added a Bayonet to the M1 Garand spec tree.

- Fixed the “falling bullet” that would appear when switching to the RSC from a sidearm

- Fixed a bug that would sometimes incorrectly show a stick of dynamite in the players hand while vaulting.

- Fixed an exploit involving bandages.

- Players are now able to build Fortifications right after building another Fortification that is blocked from spawning.

- Fixed a visual bug that would occur when using the inspect weapon feature on a sidearm.

- Improved LOD’s for weapons using skins when viewed from a third person perspective.

- Fixed the VGO´s grip during the end of round screen.

- Fixed an issue where the position of the VFX would stop updating if entering and exiting a vehicle whilst holding the repair torch.

- Increased max instances for repair sparks to avoid VFX disappearing when spamming the effect.

- Improved how soldiers are holding the Madsen MG on the end of round screen.

- Improved how the soldier holds the Type 100 when viewed in first person.

- Fixed shadow inconsistency with the Type 100 Bi-pod.

- Improved the behavior of the Sticky Grenade and Dynamite.

Players should find that these objects stick in far more predictable manners, especially when throwing through windows and near walls.

We are still aware of an issue where the stick position does not always perfectly align between client and server,

and the projectiles may be corrected by the server shortly after it’s placed to ensure that the client is displaying it in its proper position.

- Fixed an issue that prevented players from throwing ammo or health pouches to teammates while being in an open vehicle seat.

- Players can now use bandages and ammo pouches while having the reinforcement binoculars active.

Previously the pouches would leave the binoculars in a weird state that wouldn't let players call in reinforcements.

- The Jäger skin is now properly applied to the M28 extended magazine.

- The Katana now has the same colored pattern on the handle across all camera perspectives.

- Japanese soldiers now use Kunai throwing knives instead of the regular ones used by other factions.

- Fixed a small visual glitch that would allow players to look inside the Breda M1935’s barrel from above.

- The Night Owl handguard skin no longer blocks the Selbstlader 1906 ́s Iron Sight.

- The Bayonet icon will no longer show after the user has been revived without having the bayonet equipped on the primary weapon.

- Adjusted the Grenade throwback timing to match the throwback animation that's played.

- Grenade throwbacks have now a bit more force which allows the grenade to be thrown further away from yourself.

- S Mines now use a 2 wire, trip-wire detonation setup instead of using a proximity detonation.

When placed, two wires will connect to a nearby surface perpendicular to the player position when placed (left and right).

This allows players to more effectively deny an area as the wire can trigger the mine from further away than what the previous S Mine would allow with the proximity detonation.

However, this also means S Mines are now a bit easier to see.

- Adjusted S Mine detonation damage, the bomb can now 1 hit kill a full health soldier if they stand directly at the position of the mine.

We feel comfortable making this change as the tripwires make S Mines far more visually obvious, and should prevent their abuse as hidden dangers and better fulfill their purpose of blocking routes.

- Fixed the missing death sounds when getting killed by a vehicle MG as a soldier on foot.

- Fixed several cases where the game sound would be almost completely muted for a moment after dying in a way where the man-down state was skipped.

- Further reduced the friendly soldier movement sound compared to enemies.

- Improved the directionality of footsteps and adjusted their distance filtering to be more natural.

- Further iterative adjustments to various elements in the mix to help expected sound to come through in the mix during high intensity gameplay.

- Added themed End-Of-Round music, based on which faction has won the match (Pacific levels only)

- Fixed an issue where the hitmarker kill sound would not reliably play.

- Fixed an issue where indoor weapon sounds would not correctly differentiate between differently spaced, non-destructible environments.

Now especially in locations like the Iwo Jima tunnels and the underground in Operation Underground there will be an audible difference to weapons fire from other players based on how open and reflective the space is.

- Wooden supply canisters now make wooden sound effects when hitting the ground instead of metallic sounds.

Soldier

- Fixed an issue where players could regenerate a lot of health very quickly if they get damaged shortly after being revived.

- Fixed an issue where the light assault combat role would get a slower passive health regeneration rate than intended.

- Players getting killed within 5 seconds of being revived are now no longer unrevivable.

- Players can now look around while bleeding out in a Dinghy boat.

- Fixed an issue that would not play the reload animation properly of sidearms when switching to the tool box in the middle of it, while being in deep water.

- Fixed an issue where players would be able to swap weapons while in a melee takedown. This would cause the takedown animation to play with a different weapon instead of the melee weapon.

- Soldiers are no longer visually on fire after exiting a tank that has been attacked by a flamethrower.

- Fixed a hit detection issue that was happening when a player would be performing a melee takedown on a soldier while the enemy was on uneven terrain.

The player performing the melee takedown is no longer unhittable in that case.

- Fixed a hit detection issue happening when a player would be reviving a downed soldier on uneven terrain. The reviver is no longer unhittable in that case.

- As a Tanker you will now see the correct animation when building Fortifications, instead of the repair torch as previously.

- Fixed an issue where players would be killed earlier than intended in melee takedowns.

- General melee takedown consistency improvements.

- Improved the melee takedown to better trigger from behind.

- Fixed a bug that could cause the throw dynamite animation not to play in third person.

- Improved the positioning of the bleed out state when getting killed during a vault, previously this could lead to the player slightly hovering above the ground.

Vehicles

- Rockets and Airborne heavy cannons now have different damage models vs airborne and ground based targets.

This change allows us to make these weapons highly effective against ground, whilst reducing their effect on air targets by separating the damage values that they do to each target.

This also makes them more viable air to air weapons, while not being 1 hit kill cannons. High skill and high reward, but balanced.

- Rockets and Airborne heavy cannons no longer easily destroy AA guns on a single pass. However, they are still highly effective against the infantry sitting in the AA gun, or around it...or anywhere else really!

- Rockets and Airborne heavy cannons are now entirely splash damage based, meaning that they ignore the angle of attack on armored vehicles and get consistent damage no matter the angle.

However they cannot score critical hits, and only hits to the rear, tracks, or turret of an armored vehicle will disable those parts.

This splash damage change also means that close hits now count for more with rockets,

and mean that they no longer need to directly hit a tank (though direct hits will do substantially better damage).

 It will require at least 2 passes from an aircraft to destroy a tank from full health, no matter which tank type they are attacking.

 Make sure that you team up to take down vehicles quickly.

- Fixed a bug that could cause the 40mm AA guns to have misaligned sights.

- The sound of an airplane exploding no longer gets cut off if it occurs outside of the combat area.

- Fixed a bug that would cause tanks to become spotted on the mini-map while in smoke.

- Improved the animation when using the LCVP turrent while taking cover.

- The T-34 Calliope has now gotten zimmerit functionality.

- The T-34 Calliope has been equipped with a forward firing smoke launcher in Equipment Slot 2.

- The Hachi can now tow and has a visible hitch.

- Improved the animation for the Hachi when switching seats between Right Gunner and Top Gunner.

- Improved the angle that players are able to turn with weapons while being a passenger in a Dinghy boat.

- Improved the ramp collision on the LCVP when the vehicle is destroyed to ensure that other vehicles do not get stuck on it.

- Added rain sound effects while in a tank in first person mode.

- Fixed an issue with the Mosquito FB MKVI’s crosshair that would appear when resupplying.

- Blenheim planes are no longer able to repair damaged parts by using a quick repair without the “Field Repair” perk.

- The Stukas passengers machine gun upgrade no longer has a visual issue when firing.

- Fixed a bug that would cause a blur effect to be incorrectly applied while in an LCVP.

- The Dinghy boat no longer gets destroyed if players place AT Mines on it.

- The Ka-Mi Top Gunner MMG 75mm Type3 Specialization Tank Gun no longer visually disappears when aiming it at certain angles.

- Fixed an exploit related to tanks and resupply stations.

- Removed the duplicate gun support on the Ka-Mi in third person.

- Improved the LOD on the Ka-Mi.

- Fixed the airplane incendiary bomb not causing vehicle damage.

- Decreased the camera shake that could occur when firing machine guns in first person mode in many of the airplanes.

- Fixed a bug that would cause damage to unused Dinghy boats.

- Melee attacks no longer cause damage to Dinghy boats, so players can push them back into the water without worrying about damaging them.

- Fixed a visual bug that would occur if a player interacted with stationary MG ́s while prone on their back.

- Added fade effects when switching between seats in the Sherman and LVT vehicles.

- Fixed the misaligned hand when crouching in the Top Gunner seat of the Ka-Mi.

- Improved the animation of switching seats in tanks in third person. This should decrease the risk of animation pops.

- Fixed an issue that would sometimes cause fires from crashed airplanes to be invisible.

- Added the missing muzzle flash and smoke for the Corsair F4U-1A when firing the right 4x 20mm Cannon.

- Added the HUD reload animation for the Type 97 tank using the Hull mounted 37mm Canon” specialization.

- Improved the Type 97 Tanks Hull mounted 37mm canon to not clip with it’s left side skirt.

- The Type 97 tank with Smoke Discharger Specialization can now resupply smoke from the ammo resupply station

- Improved the Ka-Mi Flamethrower while driving.

- Decreased the left gunner seats muzzle flash to make it a bit more pleasant on the eyes while firing them in the Sturmtiger.

- Fixed a bug with the Mosquito FB MKVI QF 6PDR loading icon replacing the gun sight in third person after resupplying the 4000lb bomb.

- Adjusted entry points/added new explicit entry points on all old stationery weapons to fit the new entry from animation better.

You can't enter them from the front or from the other side of the Flak 38 anymore, all entry points moved back and up some to both make animation look better and icon to become more visible.

- The T-34 Sherman Calliope has gotten a small boost to it’s engine power.

- Reduced the time it takes to switch ammo types on the main weapon (HMG) on the amphibious tanks AA from 3.6 seconds to 2 seconds.

- Improved the wrecks that are already on the map of the Zero airplane props to have more fire and smoke.

- Airplanes 20 MM HE Splash damage falloff curve adjusted to deal less damage over distance.

- Airplanes Incendiary Bombs reduced damage area from 10 m to 9 m and lowered burn time from 2 seconds to 1.8 seconds.

- Added new HE Smoke Shell VFX for the Pacific tanks.

- Added the ability to drive vehicles before the entry animation has finished playing.

- The carrier decks are now cleared off mines, as soon as a pilot spawns into a plane on it.

- The UK faction now builds the 40mm stationary, instead of the Flak 38.

Maps and Modes

- Aerodrome: Increased cover density across the whole map. More trucks, boxes, rocks everywhere. Give it a try and let us know what you think.

- Aerodrome (Breakthrough): Added the missing ammo resupply stations. You need to come up with a new song now, Faris2011ksa

- Iwo Jima: Improved smoke effects to appear more natural on this map.

- Iwo Jima: Updated the minimap to better reflect the position of the ships on the ocean.

- Iwo Jima (Squad Conquest): Fixed a spawn point that would lead inside a truck.

- Pacific Storm: Fixed an issue that would prevent the T38 Calliope reinforcement to spawn.

- Pacific Storm: Improved rain effects to not bleed through certain buildings.

- Twisted Steel (TDM): Fixed a spawn point that was out of bounds.

- Underground (Rush): Fixed the smoke barrage reinforcement.

- Underground: Added ambient war sound effects on the deploy screen.

- Underground: Switched out some sandbags placed near windows that would make it difficult to vault.

- Underground: Added collision to the camera while in freemode on Underground.

- Underground (Conquest): Tweaked the spawn points to better balance the map based upon telemetry data.

- Spectator mode: The camera can now clip through various doors that are available on some levels.

- Spectator mode: On Al-Sundan the map borders are now drawn out on the view screen.

Outpost Game Mode Improvements

- Added Outpost map setups for Aerodrome, Pacific Storm and Iwo Jima.

- Recruit Limits for winning Outpost now depends on the number of Radio Towers on the map. Current tuning is 25 recruit limit per Radio Tower.

- Tuned recruit times of Radio Towers to 60 seconds so intended average match duration should be around 25 to 30 minutes now.

- Changed Recruit thresholds for vehicle appearances in Outpost on maps that have them.

Tanks will become available when the first team reaches 50% of the recruit limit. Planes will become available when the first team reaches 75% of the recruit limit.

- Modified the team setups used for Outpost so there are fighter planes but no bombers on European maps.

- On European maps in Outpost, teams will now find more half-track transports available at their HQs.

Together with changes to how transport vehicles spawn and despawn in general this should improve the transport vehicle situation in Outpost.

- Timeouts in Outpost will only result in a draw now if recruit scores are actually even.

- Radio Tower upgrades will now only be available after Radio Towers have been owned and defended for a certain amount of time.

- Increased score for defending Outpost Radio Tower objectives and doubled the frequency of the scoring event.

- Major Scoring Events in Outpost for receiving recruits now only occur while close to the objective but also have a drastically increased score value compared to before.

- Replaced Major Scoring Event sound when receiving recruits in Outpost game mode with a more subtle sound.

- Prevented gameplay voice over from playing during end of round.

- Radio Towers now have more health depending on their upgrade level.

- Radio Towers now have longer bomb countdown time depending on their upgrade level.

- Destroying Radio Towers with V1s (or other reinforcement call ins) now correctly gives a Major Scoring Event.

- Increased the cool down time for Sector Artillery and rocket reinforcements in Outpost for both the European and Pacific theatres.

- Balanced the approach distances of V1/JB2 rockets on Crete in the Outpost game mode.

- Fixed misaligned upgrade level dots above Radio Tower objectives in the game mode HUD when entering scoreboard.

- Fixed objective icons in the game mode HUD changing when going to scoreboard.

- Adjusted tank supply station and AA gun positions on Arras and Crete for Outpost.

- Made changes to prevent players from accidentally or intentionally blocking Radio Towers from being constructed.

No more awkward shuffling back to get towers build. No more illegally parked vehicles accidentally blocking objectives either.

- Fixed an issue where Radio Tower objectives could be armed and disarmed through walls.

UI & Others

- Fixed a bug that would cause the redeploy timer to reset on the deploy screen.

- Fixed world icons not scaling over distance when stuck to an edge (ManDown icons, objective icons, squad member icons etc...)

- Ensured player nametag text does not overly scale over distance making the text unreadable

- Adjusted the base player nametag text scaling

- Squad members no longer constantly show the names and the distance in the world (nametags) when not looking at them directly.

- Spotted soldiers that are completely hidden behind cover will no longer show a spotted icon in the world when seen from airplanes.

- Adjusted the scale over a distance of spotted icons seen from Airplanes.

- Fixed an issue where the game would not remember the last vehicle a player had selected on the vehicle deploy screen.

- Removed the duplicate sights when unlocking the Backwoods skin for the Type 100.

- The M1919A6 specializations can now be reset.

- Moved the Selbstlader 1906 into the correct weapon category in the weapons menu.

- The M1928A1 extended magazine has been corrected when using the Backwood skin.

- Fixed the missing flag icons on the end scoreboard during the end of round screen.

- Fixed the missing Katana and Flamethrower icons on the stats page.

- Fixed an interaction bug that would allow players to duplicate Katanas and Flamethrowers.

- Players no longer get +0 points for destroying enemy fortifications.

- Fixed a rare bug that would sometimes cause players to spawn in as a class other than the one selected.

- Players are now awarded 50 points for shooting down active enemy flares

- Shooting down flares is now more consistent.

- The weapon rank has been removed from the killcard if the player was not killed by a weapon.

- Removed the white square that would unintendly appear when scrolling through the list of squads.

- Fixed a bug that would increase the FOV when spawning after having gone into the Armory.

- Fixed a bug that would cause the completed assignment animation to not work if multiple assignments had been completed at once.

- Fixed an issue that cause the wrong icon being displayed in the UI for the machine guns of BF109 G2 after the user buys 2x7.92MM Machine Guns & 2x 20MM Cannons specialization.

- I think that we can all agree that Smörgåstårta is a must try Swedish culinary experience.

- Neutral towable guns no longer show up on the mini-map, if the enemy takes the vehicle it is connected to, drives off with it, and the vehicle in question has not been spotted.

- Fixed default key bindings for Sprint Sliding on alternative control schemes. The default will now be the same key binding as the one used for crouch/prone.

- Added an option that allows players to disable the soldier rim lighting. This option is named "Character Lighting" and is available in Gameplay Advanced (default ON).

- Enemy soldiers being directly looked at within 25m now show a simple nametag including their class icon in a red diamond icon in the world and their health bar.

This system was previously active up to 12m before but won’t show the full name anymore unless the target is spotted.

- Enemy soldiers directly in the player view and not occluded within 10m now show a semi-transparent simple red diamond icon in the world to help with CQB visibility.

- Increased ammo stations cooldown from 20s to 45s

- Increased health stations cooldown from 20s to 45s

Spotting changes:

- Players can now be aware that they are currently spotted.

The minimap edges will now be blinking and an additional YOU ARE SPOTTED text with an icon will be visible above for the duration of an enemy spot.

- Reduced spotting duration from spotting scope and eagle eyed trait from 12s to 10s.

- Reduced spotting flares duration by 20%, this means the flare gun's flare duration is now 24s instead of 30s.

- Reduced spotting flares radius by 25%, this means the flare gun's flare radius is now 22.5m instead of 30m.

Minimap readability:

- Adjusted the height difference language for players above and below.

- Players above (between +2.5m and +8m) now have their icon size scaling up to 120% linearly.

- Players below (between -2.5m and -8m) now have their icon transparency scaling down to 75% opacity and their size scaling down to 80% linearly.

- Enemy player icons now show as a directional arrow (triangle) instead

- Enemy squad leaders now show as regular enemy soldiers instead of having a dedicated icon.

- Players above or below no longer show an alternate “ring icon”.

- 7,17 GB groß

Release: 16.12.2019 (Version 5.2.2)

Quelle: gamezone.de | play3.de

- Weiterhin wurde die Spiel-Perfomance verbessert

Waffen Balancing

- ZK-383, EMP, MP40 und STEN von 4-11 auf 4-10 BTK optimiert

- Type 100: Improved damage model from 5-12 to 5-10 BTK

- StG 44: Improved damage model from 5-8 to 4-8 BTK

- Sturmgewehr 1-5: Improved damage model from 6-9 to 5-9 BTK

- Sturmgewehr 1-5: Reduced Vertical Recoil by 25%, and Horizontal Recoil by 20% 

- M1907 SF: Improved damage model from 5-13 to 4-10 BTK with reductions made to the damage dropoff.

- Breda M1935 PG: Improved damage model from 5-6 to 4-6 BTK

- KE7, Type 97, Bren Gun, Lewis Gun: Improved damage model from 5-8 to 4-8 BTK

- LS/26: Improved damage model from 4-11 to 4-9 BTK

- FG-42: Improved damage model from 5-13 to 4-9 BTK with slightly faster dropoff than the LS/26

- VGO, MG 42: Improved damage model from 5-13 to 4-10 BTK with reductions made to the damage dropoff.

Reduced Vertical Recoil by 25% and Horizontal Recoil by 20%

Fixed an issue where the MG42 dealt too much damage when using High Velocity Bullets

- Turner SMLE, MAS 44: Improved damage model to 3 BTK within 30 meters as these weapons had an incorrectly low maximum damage

- Ag m/42: Increased rate of fire from 300 to 360 rpm

This should better balance the Ag m/42 against the MAS44 and Turner SMLE‏‏‎

UI Changes:

- So wurde beispielsweise die Entfernung, auf der ihr das Icon eines Gegenspielers seht, von 25 auf 20 Meter reduziert.

- Improved soldier icon occlusion a to reduce the scenarios where an enemy icon could be visible, without the player being really visible on your screen

- Fixed some issues with smoke grenades not blocking enemy icons consistently

- Reduced the impact of wind on smoke grenades to ensure that the blocking of the icons is more consistent with the shape of the smoke grenade effect. 

- Fixed issues with squad member names not being properly displayed above their head in close range or when in a vehicle.

Stability

- Multiple crash fixes that we hope will improve overall game stability

- 1009,11 MB groß

Release: 04.02.2020 (Version 6.0.0)

Quelle: gamezone.de | play3.de | xboxdynasty.de || gamezone.de | play3.de | xboxdynasty.de

Kapitel 6: "Into the Jungle“ wird kostenlos hinzugefügt

- 4 neue Waffen (Type 11 MG, MT Carbine) und Gadgets (M1AI Bazooka, Lunge Mine)

- Neue Karte: Solomon Islands (Conquest, Squad Conquest, Team Deathmatch und Breakthrough)

Vehicles

- Removed the impact of track disable on initial acceleration.

This allows for tanks with disabled tracks to escape; however, medium and high speed performance are still heavily impacted.

- Increased the critical angle from 10 to 20 degrees to better match the visual feedback of having a good angle on an opponent.

 It was too difficult to tell if you were going to get a critical hit, this increases the margin.

- Increased the range of the AA and AT HMGs to match the coax.

- Fixed Panzer 4 AT round only having 4 shells.

Maps and modes

- Mercury: Players spawning on tanks will no longer unintentionally end up on foot.

- Operation Underground: Fixed a rare bug that could stop the attacking team from spawning on Breakthrough.

- Outpost: The player no longer remains stuck if the tower is destroyed while the player plants it.

- Wake Island: Decreased the number of tanks to improve map balance on Breakthrough.

- Wake Island: Players will now be able to deploy even if their squad gets wiped during the last sector on Breakthrough, while playing as the US.

Weapons & Gadgets

- Grease gun: We’ve made some subtle tweaks to the Suppressor audio to better separate it from the experience when firing the weapon unsuppressed.

- AP Mine: Fixed an issue that was causing the AP mine to not do damage to infantry in Firestorm.

Weapon Balance

- Ross Rifle: From 600 to 750

- Type 99: From 600 to 750

UI & Others

- Spotted enemies are no longer represented as arrows on the minimap and do not show the direction (they’re now back to diamond shapes).

- An option to modify the strength of snap zoom has been added for players on Console.

- Fixed a bug that was causing the “Vehicle Buster” combat role to not unlock for some players.

- Fixed a bug that would show the Deploy screen visible on squad screen after leaving pre-round.

- Fixed the incorrect wording in the Type 2A Mastery IV assignment.

Stability

- Online server connectivity improvements that in some rare cases could drop a player from a server 30 seconds after joining it.

- 5,28 GB groß

Release: 05.03.2020 (Version 6.2.0)

Quelle: play3.de | xboxdynasty.de | größe=xboxdynasty.de

General Changes

- Tweaked the damage values of the Bazooka and Panzerfaust.

The Bazooka now does slightly less damage, especially for poor angle hits, reflecting its role as a long range sniper weapon.

The Panzerfaust now does slightly more damage, especially at poor angles, returning it to the solid all around reliable antitank weapon.

- The Bazooka now one hit kills enemy airplanes.

- The Lunge mine now deals the correct amount of damage and is more consistent.

- The Lunge mine no longer causes an unexpected second explosion after it has been selected if the player had previously used it.

- The Lunge Mine now properly destroys stationary weapons.

- Improved the Panzerfaust third person reload animation while in a Dinghy boat.

- When equipped with some upgrades the 2x scope on the M2 Carbine did not zoom in properly. This has now been fixed.

- Flamethrowers can no longer be fired when the reload animation plays, if the player also uses a pouch at the same time.

- Emblems no longer clip when applied to the M2 Carbine.

- Anti-Tank grenade throwback functionality has been fixed.

- Ensured that the ammo belt disappears correctly when using the drum mag on the MG34.

- Reduced wind impact on smoke emitted by smoke grenades and other smoke screens.

- Gadgets no longer float in the air when switched in the game world.

- Fixed an issue with the bolt action animation for the BOYS AT Rifle.

- Fixed a LOD issue with M1918A2 on it’s bipod leg.

- Fixed an issue where certain smoke effects would not be properly blocking enemy spotted icons (smoke barrage for instance).

- Fixed an issue with the KI-147 and V1 rocket sometimes not having any engine sound.

- Fixed a bug that would sometimes allow the spotting scope to spot enemies behind walls.

- Fixed an issue that would cause an unintended soldier scream to play throughout the explosion when using the Lunge Mine.

- Fixed an issue that would cause reloads not to count if the player healed during the reload animation.

- Fixed the spotting scope’s glint not being aligned with the scope itself.

- Corrected the ammo crate to have a pickup glint effect when being held in the player’s hands.

- Corrected the Bazooka’s in world pickup model to be the bazooka, and not another rocket launcher.

‏‏‎ ‎Vehicles

- The Universal carrier can no longer be disabled, as it has no self repair functionality which used to make it a frustrating transport vehicle.

- The towable stationary 40MM AA no longer explodes when hitched to the Churchill tanks.

- The Sherman tank no longer gets the decals of the other team, should it get stolen by the enemy team.

- The Corsair F4U-1C back wheel no longer clips into the tail rudder when it retracts after take-off. 

- The Dinghy boat seat UI now matches the physical location of the players in the boat when seated.

- Improved syncing of tank turrets aiming position between zoomed and none zoomed mode, which could previously be inconsistent if players late joined a server.

- The Archer’s „rear“ engine compartment has been upgraded with more armor. While still easy to critically hit like the rear, it will take less damage from a critical hit.

- Increased drag on the HE shells for tanks to reduce long range tank sniping vs infantry. AT dedicated shells, which have less blast, are not affected by this change.

- Increased the damage of AT mines slightly.

- Increased the ammo count of shotgun type rounds for tanks, except for AA tanks.

- Adjusted the Calliope Rockets to fire from a more central set of rocket tubes, in order to make more accurate shots.

Decreased the time between the 4 round rocket barrage of the Calliope to make it more competitive with the Hachi’s 6 round burst.

- Improved the Kettenkrad handling to be a more fun vehicle to drive.

- Airplanes 3P bombsight gets less accurate at higher altitudes, pilots need to align the rings to bomb accurately from higher altitude.

- Fixed a bug that could cause visual bugs when players switched between seats in the LCVP.

- Fixed a bug that would cause the LCVP to sometimes rotate and spin out of control at a very high speed.

- Fixed the incorrect icon for the Sturmtiger with the smoke launcher.

- Fixed an issue that would cause spotted enemies to not appear from an airplane.

- Fixed a bug that would cause Transport vehicles on The Pacific to not drive backwards if the terrain was not flat.

- Fixed a bug with the transport vehicles on The Pacific which would sometimes cause visual issues.

- Fixed a bug with certain airplane propellers spinning slower than intended.

- Fixed an issue with airplanes not taking damage when hit by shell projectiles.

- Fixed a bug that could cause the gunner seat position to look broken after entering it.

‏‏‎ ‎Soldier

- The death flow has been refactored, making it more robust and easier for us to debug should there be other issues.

This solves multiple issues related to players getting stuck in a bleeding out state after getting killed. 

- Improved Norman Kingleys downstate which could previously result in invisible torsos in first person view.

- Japanese soldier audio no longer requests a V1 instead of the KI-147.

- Fixed another bug that could cause ragdolls to “hang from their hips” With this fix, hopefully this bug should get even rarer than it already is.

- Fixed an exploit that would increase the height of the players camera.

- Fixed an issue affecting soldiers throwing a Kunai knife, which could result in the Katana sword floating in third person perspective.

- Fixed a bug that could cause the soldier to continuously play the throw pouch animation.

‏‏‎ ‎Maps and Modes

- Solomon Island: Removed the supply station that was inside the mountain.

- Solomon Island: Removed the invisible collision near the beach on Breakthrough.

- Solomon Island: Fixed an issue located inside the crashed plane, that could cause players to get stuck.

- Solomon Island: Fixed an exploit that would allow players to hide inside a mountain wall.

- Solomon Island: Removed a duplicate static track that was placed on top of another truck.

- Solomon Island: Fixed multiple issues that would allow players to reach unintended areas of the map.

- Solomon Island: Once the AT cannons have been destroyed, they have to be rebuilt. Previously they would incorrectly respawn.

- Solomon Island: Some water no longer squirts dirt effects when being fired upon.

- Solomon Island: Rain effects no longer go through the crashed airplane and military barracks.

- Solomon Island: Fixed a bug that would cause invisible fires to be spawned by destroyed US transport vehicles.

- Solomon Island: Various smaller clipping and other graphical issues.

- Solomon Island: Many improved spawns.

- Solomon Island: Improved water transparency from some angles.

- Solomon Island: Added missing rain particle effects.

- Solomon Island: Conquest – Improved the capture area on C flag.

- Iwo Jima: Various minor graphical improvements.

- Pacific Storm: Decreased the intensity of the sun, when looking out of certain bunkers.

- Wake Island: Breakthrough – Improved the locations of the AT turrets in Sector 2 to make them more useful.

- Wake Island: Breakthrough – Moved the AA turret in Sector 4.

- Wake Island: Fixed the debris to look better when players destroy the planes parked inside the hangar.

- Wake Island: Improved placement of vehicle resupply stations.

- Wake Island: Added a limit to the amount of active planes on the map at the same time, each team can now only have two active planes at the same time.

- Wake Island: We ask everyone to be careful around the large fuel tanks.

- Wake Island: Planes now get destroyed if they crash into the hangar.

- Wake Island: Fixed the floating sandbags.

- Aerodrome: Improved the smoke grenade effect in the hangar area, making it more difficult to see through it.

- Devastation: Fixed a few spots where players could get stuck.

- Fjell 652: Squad Conquest – Moved around a few objects that could cause players to get stuck in the geometry.

- Hamada: Craters on the runway no longer hinders planes from taking off as they are now only visual and not physical alterations of the terrain.

- Hamada: The sandstorm has a smoother transition loop when it’s running at maximum effect.

- Marita: Fixed an exploit that could be used by players for an unfair advantage.

- Narvik: Frontlines – Fixed a floating supply station and improved the combat area a bit.

- Twisted Steel (Conquest): Removed the duplicate medical supply station and replaced it with an ammo station.

- Breakthrough: Fixed breakthrough retreat icons in vehicles.

- Outpost: Players that die near constructed towers could not be revived, this is now fixed.

- Spectator mode: Fixed 3P director camera not automatically moving back to its original position after colliding with objects.

- Spectator mode: Fixed a few cameras that were placed outside of the playable area by default.

- War stories: Fix for the missing throwing knife animation.

- War stories: Fix for the missing grenade throw animation.

- Firestorm: Fixed the missing propellers on the drop planes.

- Firestorm: Minimum player count for solo has been decreased from 8 to 2.

‏‏ ‎Other

- Implemented a new audio prioritization system in order to reduce occurrences of important sounds being culled due to performance limitations.

This results in more controlled and stable behavior for sounds such as vehicles, footsteps and weapons.

- Players can now join their friends that are playing on Community Servers through the social menu.

- Added slightly more weight to most close range weapon firing sounds, excluding smgs and pistols. The difference is most prominent in stereo.

- Added a new option in the audio menu to change the hit indicator sounds between current (default), original BFV release and off.

- Added a potential fix for players ending up in the wrong region when matchmaking. Please let us know if the situation has improved with this update. 

- Added back the “Claim all” button in the armory that has vanished.

- The ammo and seat UI no longer overlap when players are in Pacific vehicles passenger seats, and when playing in 4K resolution.

- Improved the M2 Carbine icon to better represent the weapon visually.

- If in an airplane, Spotted enemies that are not in line of sight of the player (behind a wall etc…) will now show with a different icon in the world (an outline instead of a full diamond).

- Getting multiple headshot kills in a quick succession now stacks the headshot kill icons, instead of showing them one by one.

- The progression of the Selbstlader 1906 has been fixed.

- The game now automatically moves the selector to the previous vehicle that the player had selected in the vehicle deploy menu.

- Map icons for supply stations are now shown if players can build/repair them.

- The zoom settings for the mini-map are now saved between lives.

- Fixed a bug that would cause players to get stuck on the deploy screen that could trigger if they changed squads while still being alive.

- Fixed typos in the Sai description.

- Fixed the description of the MAB38 Mastery VI assignment.

‏‏‎ ‎Stability and Performance

- Fixed a crash that could occur when using the Russian language.

- Fixed a crash that could occur if the player played the game for more than 5 hours in one go.

‏‏‎ ‎PlayStation 4

- Fixed a bug that was causing random black squares to show in the game world.

- 5,31 GB groß

Release: 12.05.2020 (Version 6.6.0)

Quelle: play3.de | xboxdynasty.de | gamezone.de || play3.de | ea.com | xboxdynasty.de

- Neue und auch letzte Inhalte werden kostenlos hinzugefügt (kein neues Kapitel 7)

- Statt Kapitel wird es wöchentliche Belohnungen mit Company Coins und Battlefield-Währung geben

Vehicles

Tanks

- Improved the self-repair HUD indicator to always show if the player is able to repair the damage

- Increased the direct damage of the Type 3 shells to improve their AT ability.

This tank does not have AT rounds available, and this will make the Type 3 gun a good all around choice,

while the spec tree means that you can make other sacrifices to activate the upgraded driver gun.

- Tweaked the hachi shell to be a more powerful HE shell, similar to the Calliope but not identical.

It has better splash, but worse direct damage. The Hachi's rocket barrage is designed as a better antivehicle tool, whilst the shell is designed to be good against infantry and single targets.

- Fixed the STUG IV default shell being too low damage vs tanks. The damage vs tanks here will rise a bit to match the Panzer IV's default shell.

- Fixed the AP round on the Staghound having higher drag if using the Little John Adapter.

- Standardized the Staghound HE and Staghound Little John HE rounds on the same blast and damage pattern, since the player doesn't have a choice to keep the original gun as they upgrade.

- Increased the Crocodile Gun's damage to armor substantially and increased the blast radius and velocity.

The Croc's cost did not equate to its power and this change should help to improve that.

- Reduced the damage of the Sherman 76mm HEAT and Type 5 shells direct damage so they no longer 2 hit kill against front armor.

These are still very potent tank killers, but they were shown to be performing a bit outside of the intended curve.

- Flakpanzer will now stop firing when it fully overheats.

- Increased the velocity and rate of fire of the Type97 120HE Howitzer to match the Sherman.

- Fixed the Ka-Mi having a shorter range AA and AT 50 caliber damage curve.

- Increased the 2PDR Valentine cannon blast radius to the higher intended radius.

- Fixed the quick repair specialization sound that could sometimes be inaudible for vehicles.

- Improved the barrel and mount alignment on the LVT’s turret

- Fixed a bug that was causing the resupply prompt to show incorrectly under certain conditions when switching vehicles

- Fixed some Howitzer weapons on tanks needing more than 1 round to destroy house walls.

- Fixed an exploit that would allow the incorrect team to spawn a Sturmtiger

- Fixed a situation in which light tanks could self repair and continue to move at the same time.

- Improved responsiveness for the Pacific tanks when switching between going forwards and backwards.

- Increased the damage of the 50cal AA MGs on the Ka-Mi and LVT to equal the TTK of other AA guns.

This change only affects their damage vs planes, and is a substantial increase in damage.

- Fixed the Ju-87 Stuka’s Bordkanone not doing damage to airplanes.

- Fixed various issues related to vehicle skins that had gone missing since update 6.2

- Skins are now properly applied to all tank and plane wrecks.

- Fixed the Sturmtiger applying mud and snow incorrectly. Snow would previously be applied in muddy environments and vice versa, and this has now been corrected.

Transport & Stationery

- Increased the damage of AA by 20% against fighters. Improved the velocity and accuracy of AA when shooting at targets at high altitudes.

This should tip the balance in favor of the AA, which should present enough of a threat to planes to prevent planes from bombing them without mutually assured destruction.

 The larger size of the bombers makes them easier targets, and sustains more hits so they do not need the damage buff.

The other aircraft are more maneuverable and will need to focus on avoiding AA rather than tanking the damage.

This change does not substantially change the part of the map that AA can cover, only the effectiveness when defending against Planes at higher altitudes.

- Firing the AA projectiles against Dinghy boats and Kettenrad transport vehicles no longer triggers the airburst proximity explosion.

- Improved the GPW’s camera so it clips less when backing into geometry

- Fixed a bug that would in rare cases cause Stationary MG’s to keep firing even if the player had exited it

- Corrected the Universal Carrier HUD which could show incorrect information when changing seats

- Dinghy boats scoring event has been added when they get destroyed

Planes

- Implemented two new scoring events related to pilots bailing and crashing.

This will ensure that a player that manages to force a pilot to abandon a plane or crash to obtain points for their efforts.

The requirement is that the plane was tagged by the player prior to the bail out, the tagging for this is activated by destroying a part of the plane such as the wing, rudder, elevator, or engine.

- Reduced the damage on the UK air to ground rockets. Increased the damage on the 2x rockets slightly for all factions.

- Fixed a bug that in some rare cases could cause air plane wreck sounds to play for a longer than intended duration.

The collision sounds system for planes has also been tweaked to trigger more naturally based upon impact and also removes some occasions where the collision sounds could get stuck in a loop.

- Airplane flares now lose effectiveness outside visual range by tweaking the spotting radius curve and gravity drag settings for the airplane flare so the radius shrinks when the flare is outside visual range 100m+

- Fixed an issue that would make certain skins to not show while in 1P in the JU-88 C plane

- Planes with manual supercharger: Reduced the pitch and amp of compressor when supercharger is active

- Removed overheat functionality from the Mosquito 6PDR and JU-88 75mm since they never overheated

- Fixed a bug that would cause planes to not respond well to player input, if the player had left and re-entered it.

- All of the airplanes when having the "High altitude" specialization enabled will now be able to fly 200 meters higher than without it.

- Fixed an issue with the lift values that was causing planes to level too much at high speeds.

- Fixed an exploit which would give some airplanes infinite nitrous

Weapons & Gadgets

- Smoothed scope transitions for all weapons. Players' sight will be blocked by the opaque scope model for a shorter time.

The slowest scope transitions have had the most quality of life improvements, and is especially noticeable on 6x scopes without Quick ADS enabled.

- Airplane flares now lose effectiveness outside visual range by tweaking the spotting radius curve and gravity drag settings for the airplane flare so the radius shrinks when the flare is outside visual range 100m+

- A fix for a few melee weapons that could not push transport boats around

- Fixed a bug with the Lewis MG with the extended magazine specialization selected while using certain skins that would cause issues with the iron sight while in ADS mode.

- The St Paddy skin no longer floats in the air when reloading the Gewehr 43

- Fixed the incorrect ammo listed for the Breda M1935

- Fixed the incorrect ammo listed for the Selbstlader 1906

- Fixed a bug that was causing the player to throw multiple ammo pouches when throwing them towards a soldier who is using a stationary weapon

- Grenades and dynamite thrown from vehicles at high speeds no longer causes extreme throwing range

- Fixed a bug related to the lunge mine and sprinting

- Fixed a glitch that was related to using the lunge mine and entering a transport vehicle

- The M3 no longer displays a muzzle flash if the suppressor is equipped

- The Snakebite stock customization no longer blocks the iron sights view of the M1A1.

- Fixed the disconnected muzzle on the Type 11 LMG when using 3x standard sights

- The Mk VI Revolver no longer has it’s chamber not aligned with the weapon after using the flare gun

- The MAB 38 now correctly displays the extended magazine if selected while using the St. Paddy's skin

- A fix for the missing fire mode switch sound on the ZK-383

- Fixed an issue that would cause AP Mines to be placed in unexpected ways when placed on some terrain

- Fixed the sniper decoy being destroyed when placed next to vehicles.

- Fixed several windows that would bounce back grenades if the grenade hit the wooden parts supporting the glass, instead of the glass itself.

- Fixed an issue that was causing problems when attempting to throw back grenades

Soldier

- Soldiers no longer float in the air if they are killed on top of a moving vehicle

- The drowning effect no longer stays on the screen, if the player is drowning and then enters a Dinghy boat

- Fixed a glitch that would teleports players slightly when interacting with doors in a specific way

- Firestorm: Fixed an issue that could cause misaligned weapons when exiting a vehicle

Maps

- Devastation (Conquest): Found an area by the D flag which would cause the V1 and JB-2 to not explode on impact. This has now been fixed.

- Hamada - Fixed a bug that would cause smaller fuel tanks to not show their explosion under certain conditions

- Narvik: Players can no longer get stuck on the boxes located on the lower part of the bridge

- Narvik (Rush): Tweaked the sandbag walls so players do not get stuck on them

- Pacific Storm (Conquest): Fixed a tree that was causing tanks to get stuck near Flag D

- Solomon Islands: Improved the vaultability of certain window frames when the building has gotten damaged

- Twisted Steel: Removed a spawn point on Breakthrough that would lead right into a barbed wire

- Twisted Steel (Rush): Fixed an exploit that would cause the MCOM to be not armable

- Wake Island: Fixed the flickering burnt textures that would show on the big fuel tanks once destroyed

- Wake Island: Firing on the large shells inside the bunkers with the Panzerbusche no longer causes them to simply disappear

- Wake Island: Improved the draw distance of the thinner overarching pipes close the the big fuel tanks

- Wake Island: Various LOD and draw distance improvements

Wake Island (Conquest): Improved the capture area around flag A

- Wake Island (Rush): Moved the resupply station that was colliding with the MCOM

Wake Island (Rush): The propeller of the airplane inside the hangar no longer hangs in the air after the MCOM explodes

Wake Island (Rush) Spectator Mode: Fixed all of the cameras to be more relevant to the mode

- Combined Arms: Fixed a bug that was causing players to not take damage while using a stationary weapon

- Combined Arms (Harbor Headquarters): Made sure the assassination target should no longer fall under the map, which would make it impossible to finish the mission.

- Combined Arms: Fixed the EOR screen that could go missing

- Practice Range: Fixed a bug that was causing players to be unable to change weapons

- Practice Range: Added the recent weapons that were added into the weapons rack.

By public demand, we’ve made the Swedish parrots louder.

UI & Others

- Fixed a bug that was causing players unable to join a server that their friend was playing on from the social hub

- Spawns on Squadmates will now be aborted when the squadmate enters Combat. Combat today only blocks spawns, and would not abort a spawn in progress, leading to situations

where players being shot at, meleed, or surrounded by close enemies with line of sight would still have player squad spawn on them, usually leading to immediate death.

Squad spawn is risky, this change is intended not to remove squad spawn but to prevent instant death on squad spawns.

We will be evaluating this change, and have the ability to toggle this feature on and off without a client update.

- Changed the default center deadzone for gamepads to 15% from 13%. 13% was causing some controllers to drift when in a rest position.

Existing players will need to manually change this setting under options, as the fix will only be automatically applied to new Battlefield V players.

- If you die while retreating, the “You are spotted” text will not stay forever in your next spawn.

- Fixed an issue that was causing the community games minimum players option not to function properly

- The first music track in the frontend will now choose from the whole Pacific list, following tracks will choose from the complete Battlefield V music list, including Pacific tracks

- The vehicle deploy icon now shows the quantity available for each type of vehicle

- A fix for Type 97 Special Assignment Mastery VI which was incorrectly setup

- The repair hint will no longer incorrectly show if max health has been reached

- The “You Are Spotted” widget above the minimap now indicates when the player is spotted by any type of spotting flare,

as opposed to other more direct sources of spotting (like suppression, the spotting scope, or traits).

- Fixed a bug that was causing some weapon models to not show in the weapon’s selection menu, when accessed while playing on a server

- Added the kills tracker for the M2 Flamethrower in the statistics screen

- Fixed the dogtag icon for the Selbstlader 1916

Stability

- Various performance and stability improvements

- 3,19 GB groß

Release: 04.06.2020 (Version 7.0.0.)

Quelle: play3.de | xboxdynasty.de

New Maps:

- Al Marj Encampment (Conquest, Breakthrough, TDM, Squad Conquest).

- Provence (Conquest, Breakthrough, TDM, Squad Conquest).

Additional Changes:

- Aerodrome: Removed the MG turret that was placed below the ground at the edge of the map.

- Aerodrome: Removed the stationary weapon fortification that was placed into the ground near Sector F.

- Al Sundan: This map has temporarily been removed from rotation whilst we address an issue with incorrect VO, following a change to the playable factions on this map.

It will be returned to all rotations pending a Hotfix that we’ll be releasing as soon as possible.

- Marita: Fixed a hole in the wall by Zervos Farm which could be exploited.

- Panzerstorm: All standard modes now feature U.S. vs. Germany (except Grand Operations).

- Panzerstorm: German Army is now set as the defending force.

- Twisted Steel: All standard modes now feature U.S. vs. Germany (except Grand Operations).

- Twisted Steel: (Outpost) Fixed the floating barrels and barbed wire near Radio Tower A.

- Twisted Steel (Outpost) Players should no longer be able to get stuck between the barrels and the bridge strut near tower D.

- Underground: Fixed an exploit that could disable smoke effects.

- Combined Arms: Fixed the missing tab on the end of round screen.

- Firestorm: Players will no longer enter a bleed out state when playing solo mode.

- Practice Range: Added the missing Panzerbüchse 39 & Boys AT Rifle bi-pod when using them on the range.

Weapons & Gadgets

New Weapons:

- Sjögren Shotgun (Support)

- Chauchat (Support)

- M3 Infrared (Recon)

- K31/43 (Recon)

- Welgun (Medic)

- M1941 Johnson (Assault)

- PPK/PPK Suppressed (all classes)

- M1911 Suppressed (all classes)

- Welrod (all classes)

New Gadgets:

- Doppel-Schuss (Recon)

- RMN 50 Grenade Launcher (Recon)

- Pistol Flamethrower (Assault)

- Shaped Charge (Support)

- Kampfpistole (Support)

New Grenades:

- Firecracker Grenade (all classes)

- Demolition Grenade (all classes)

- Type 99 Mine (all classes)

Additional Changes:

- Add-on Grenade Launchers for the Tromboncino and M1 Garand now try to switch to the main ammo type instead of the pistol when the player runs out of ammo.

 If no primary weapon ammo is available, a switch will be made to the pistol as normal. We think that this will lead to a better combat flow when the player ends up in these scenarios.

- The Breda M1935 PG’s fire switching sound can now be heard.

- Fixed a bug where smoke grenades would sometimes detonate in different positions for different clients, or not detonate at all.

- Unified the impact grenade’s trajectory with the other frag grenades for improved consistency of grenade throws.

- Slightly increased the time an impact grenade must travel, the amount it bounces off a surface, and detonation delay after bouncing.

This won’t substantially change the gameplay of the grenade, but will improve the pucker factor of having one of these thrown at you.

- Fixed a bug with the Lunge Mine which would cause another knockback, when it had been selected again after a previous use.

Vehicles

New Vehicles:

- A-20 bomber (U.S. Faction)

- P-70 Night Fighter (U.S. Faction)

- P-51D fighter plane (U.S. Faction)

- P-51K fighter plane (U.S. Faction)

- M8 Greyhound (U.S. Faction)

- Puma Armored Car (German Faction)

Additional Changes:

- Improved the transition to ragdoll when players die in a vehicle and made it so the vehicle/wreck is followed for the victim to make it a more interesting experience.

- Fixed an issue with the Hachi that was causing it not to steer as well as intended when moving at higher speeds.

- Smoke screen weapons on tanks and airplanes now properly block spots, and name tags.

- Fixed a bug that would cause the vehicle UI to show an incorrect position of the cannon, if the player had used it, and then switched seats.

- AA guns now suppress on the same level as other vehicle MGs.

Planes

- 500lb bombs now have lowered blast damage, and increased irreparable damage to make it a two-pass kill.

BF-109 G2

- Specialization tree changes to compete with P51K.

- Start loadout includes spotting flares and 2x50kg bombs.

- Engine or gun upgrade at tier 1.

- Defensive options or finned barrels at tier 2.

- Ground attack options or leading edge for tier 3.

- Finally some less critical upgrades for tier 4.

BF-109 G6

- Specialization tree changes to compete with P51D.

- Start loadout includes nitrous, smoke, and 2x rockets.

- Explosion protection or gun upgrade at tier 1.

- Defensive options or finned barrels at tier 2.

- Ground attack options or leading edge for tier 3.

- Nitrous now functions in the same way as the super charger for the Pacific planes.

- Finally some less critical upgrades for tier 4.

Soldier

New Soldier Characters:

- 14 New U.S. Faction Soldiers.

- 2 New Japan Faction Soldiers.

Additional Changes:

- Additional fixes to prevent players from getting stuck in a bleeding out state. If this does not fix the problem, we hope that it will decrease the rarity from uncommon to rare.

- Fixed a bug that would in some cases play the wrong voice over when a soldier spots a bomber.

UI & Other

- Fixed an issue that would cause spotted enemies to not show on the mini-map if the player walked into their own smoke.

- Added the missing descriptions for the Calliope and Hachi in the statistics tab.

- 8,62 GB groß

Release: 24.06.2020 (Version 1.0.63.60315/7.1.0)

Quelle: play3.de | forum.battlefield.com

- General stability improvements

Weapons

- K31/43 is no longer able to fire an extra bullet while switching firing modes

- K31/43 no longer has accuracy issues

- Welrod now properly has 6+1 magazine size and operates as open bolt

- Fixed some instances where K31/43 sniper scopes had the German post crosshair instead of the correct Swiss crosshair.

HUD/UI

- Fixed an issue what would cause the soldiers models to not show in the frontend

- Fixed the cosmetics that went missing with the previous update

- Fixed the Welrod Master Dogtag which had the incorrect icon

Maps/Modes

- Provence: Players will no longer get stuck on top of the ammo box 

- Provence: The water on the map is no longer bulletproof 

- Twisted Steel - Frontlines: Removed the vehicles for the US team within the squad reinforcement menu 

- Outpost: Fixed an exploit that could give a team an unfair scoring advantage

- 2,08 GB groß

Release: 17.11.2020 (Version 1.0.64.27963/7.1.0)

Quelle: play3.de | xboxdynasty.de | forum.battlefield.com

Es gibt über 200 kosmetische Objekte für die Kompanie und eine Überraschungsbelohnung:

- 113 Fahrzeug-Skins

- 69 Fahrzeug-Skins

- 28 Flugzeug-Nasenaufkleber

- 25 Kopfbedeckung

- 7 Gesichtsbemalungen

- 4 Waffen-Skins

Fixes, Changes and Improvements

- Fixed an issue that could previously occur in the Practice Range whilst interacting with the weapon selection box.

- Fixed a configuration issue in Community Games that ensures that the Pre-Round size now does take effect in game on Frontlines.

- Fixed the Breda M1935 PG to ensure it has the correct ammo count on spawn when fully specialised beyond the third tier.

- Fixed the Lunge Mine when switching from binoculars so that it no longer triggers the knockdown animation.

- Fixed the "Loose Part" hairstyle so that it is now available for German Female characters in Your Company.

- Fixed the Welgun so that it can now be inspected.

- Fixed a location on Provence where players could get stuck at a specific position inside the Windmill.

- Fixed a location on Provence where there were two ammo stations, instead of one ammo and one medical station.

- Fixed the Kampfpistole dog tags so that 'Players Damaged' are now correctly counted.

- Fixed an issue with airplanes added in the Summer Update to correct their draw distance,

and ensure that they could be viewed consistently from the perspective of the other player.

- Fixed several weapons not having visible bipods or parts in the Practice Range.

- Fixed the recoil for the 12g Automatic and Model 37 to ensure that they correctly feature reduced recoil when crouched, or prone.

- Fixed a situation where the K31 could have the improper UI for scope switching when also using the Doppel Schuss.

- Fixed the High altitude specialization on the P51 so that it now takes on the correct effect.

- Fixed a localisation issue in the Brazillian versions of Battlefield V so that the PPK shows with the correct information.

- Fixed a bug where German tanks were not available during pre-round when playing Conquest on Provence.

- Fixed The Globetrotter achievement. This will update accordingly once you’ve played a round on Twisted Steel.

- Fixed an issue with the Deadeye Outfit when looking down the Sights.

- Fixed an issue where Puma AP shells had high explosive blast damage. Their impact damage and velocity have been increased to compensate.

- Fixed the T34 Calliope description so that it now fits within the UI.

- Changed the Quickplay options to restore ‘War in the Pacific’ back into the Matchmaking Pools. We have removed 'Rush, Frontlines, and Domination' from the Quickplay options.

- Changed the Flamethrower spawn on Devastation, Breakthrough, so that it spawns earlier in the round and can be better utilised to have an effect on the outcome of the round.

- Changed Libya to add collision that ensures players are no longer able to exploit an out of combat area near C on Conquest. This was previously giving Recons too much of an unfair advantage.

- Changed the Practice Range so that all weapons, gadgets, and grenades are now available. We’ve also ensured that the M1 Garand now has it's grenade launcher automatically available in this area.

- Changed the Republique set for the UK faction so that it now has the correct Allied colors.

- Improved Spawn Locations on Provence TDM to ensure that you don't get trapped in between assets.

- Improved the flow in Community Games so that the owner of a password-protected server is not asked for the password when joining the server.

- 3,03 GB groß

- PS4: 2,66 GB groß

Release: 08.12.2020 (Version 1.0.64.43202/7.3.0)

Quelle: forum.battlefield.com | play3.de | xboxdynasty.de

Fixes, Changes, and Improvements

- Der Ladebildschirm hat ein neues Artwork erhalten

- Ein Fehler wurde behoben, wenn Spieler Battlefield V als EA Play Trial User ausprobiert haben

- Es wird nun der korrekte Rang in der Kompanie angezeigt

- Die Rang-Aufstiegs-Nachricht wird nun während der Zwischenrunde korrekt angezeigt

- Die Namen von Soldaten des eigenen Teams werden nun korrekt ausgeblendet, wenn deren Einstellung auf „Aus“ gestellt ist

- Die Serpentine-Lackierung ist nun für die Corsair F4U-1C erhältlich

- Die Neuseeland-Lackierung wird nun korrekt bei der Corsair F4U-1C angezeigt, wenn man sich in der Cockpit-Perspektive befindet

- Der Hazard-Skin ist nun für männliche und weibliche Soldaten verfügbar

- Es wurde sichergestellt, dass auf Community-Servern beim Wechsel der minimal erforderlichen Spieleranzahl dieser Wert beibehalten bleibt

- Der „Loose Part“-Haarstil ist nun korrekt verfügbar, um freigeschaltet werden zu können

- 927,89 MB groß

Release: 14.01.2021 (Version 1.0.64.5835/7.3.1)

Quelle: forum.battlefield.com

- Over the holidays we observed a rare issue that was negatively affecting players when joining full squads on Xbox only.

To address this, we'll be releasing a small hotfix

- 210,61 MB groß

 

 

 

 

 

 

 

 

 

 

 

Wunschliste für das nächste oder diese Battlefield

Damit wir mal von einer Lernkurve in Battlefield sprechen können!

- Squadgröße auf 6-8 erhöhen damit wir mal mit mehr Freunden gemeinsam einem Server beitreten können

Gerade weil nun in Battlefield 5 ein 8 Squad versus 8 Squad Modus eingeführt wurde

- Auch wieder bei 24 Spieler die 60 Herz Server wie bei Battlefield 1

- Klassengrenze zum Beispiel nur 5 Sniper und 10 Soldaten usw erlauben

- Wieso sind bei Eroberung und Vorherschafft immer die Tickets also Leben entscheident?

ich dachte gerade hier sollte die Punktelimits für den Sieg entscheident sein