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Battlefield™ 2042 News

A Festive Update from the Battlefield 2042 Team

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Check out Battlefield 2042 team's latest update and deploy today!

https://store.steampowered.com/app/1517290/Battlefield_2042/

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Episode 28 - State of Weapon Gameplay

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The Battlefield team reviews the current state of weapons gameplay in Season 6, and which changes are upcoming in the next game update.

00:20 - Intro
02:55 - State of weapons gameplay
18:14 - Recap of weapon changes
39:56 - Upcoming 6.2 changes
48:15 - Wishlist for future changes
53:03 - Outro

Contact us at [email protected], or @Battlefield on Twitter and Instagram using #InsideBattlefield.

https://store.steampowered.com/app/1517290/Battlefield_2042/

BATTLEFIELD 2042 UPDATE #6.2.0

Hello there,

Update 6.2 is scheduled to release in the coming week and here is an overview of everything that’s new as part of this update.

We’ve summarized the biggest changes for you here:
  • MCS-880, G428, VHX weapon balance changes.
  • Suppressors & Subsonic Ammo balance changes.
  • Air vehicle aiming improvements such as computed impact points, aligned crosshairs for all air vehicle cameras, and HUD aim indicators.


Thank you for continued feedback which helps us to make further changes and improvements for you.

//The Battlefield Team

[h3]Protocol Established…[/h3]

A band of misfits, spurred on by the Penguins been crafting an interesting treat as we approach the end of the year!

Expect to see new ways to play, new cosmetic rewards and a mischievous mode in the coming weeks.



[h3]Stay Informed[/h3]
Follow us on the @BattlefieldComm Twitter account to stay informed on the roll out of our updates. You can also follow along with our tracking of Known Issues and further game changes we’re making via our Battlefield forums.

[h3]Tune in[/h3]
Check out the Inside Battlefield Podcast if you’d like to listen to the team talking about the new content.

[h2]Areas of Focus[/h2]

[h3]Weapon Balance Pass[/h3]
With Update 6.2 we are deploying a series of Weapon Balance changes and improvements based on your requests and in line with the overall game intent of these weapons. Take a look at some of the specific changes below and more broader changes within our changelog!

MCS-880 Rebalance
With the recent introduction of a pure Close Quarters map in Redacted, player feedback highlighted that the MCS-880 was performing beyond expectations, and we agreed. This was particularly creating unfair instances of one-hit-kills at longer ranges. Going forward, OHK’s will no longer be possible over 25 meters with the MCS-880 and it will be rarer to do so between 20 to 25 meters. Additionally, the #4 Buckshot (Ammo Type) performed the strongest at almost all ranges with Update 6.0, this will now be reduced to its intended short-range role.

G428
The G428’s role is to be a close-range DMR, as such we are reducing the Standard Issue Ammo 2-hit kill range from 40 meters to 20 meters. We’re also including a new 4-hit kill range over 125 meters. These changes will readjust this weapon into its close range, as intended.

You will also see further changes such as High Power ammo remaining viable at longer ranges, and more broader changes to recoil, accuracy and more to bring this weapon in line with other DMRs.

VHX
The VHX-D3 has received mixed feedback with some of you being for or against its damage output. While we will continue to monitor and tweak this weapon, we have decreased its starting accuracy and increased its dispersion build-up in response to players feeling it is packing too much of a punch.

Suppressor Minimap Stealth & Subsonic Ammo
Update 6.2 will also include changes to Suppressors, Subsonic Ammo and their beneficial intent of Minimap Stealth. While also factoring in the combined benefits of these two components being used at the same time. Check out our changelog further down in the Update Notes to discover more.

We’ll continue to react to feedback and to monitor both of these aspects of gunplay, our intention is to promote as much variety in weapons and builds as possible and we’ll continue to work on that goal.

Looking more broadly, we’ll continue to look for opportunities to improve both Shotgun, Suppressor and Subsonic Gunplay, and you can continue to expect more improvements in these areas in the future.

[h3]Air Vehicle Impact Improvements[/h3]
Throughout recent months we have heard players request further improvements when it comes to vehicle aiming and crosshair alignment. With Update 6.2, the Vehicles Team will be rolling out computed impact points that take into consideration several factors such as Vehicle Velocity, Angular Velocity, Gravity and Drag to draw an accurate impact point of up to 300m.

Additionally we’ve also aligned the Vehicle Crosshair on all cameras that are available on Air Vehicles with this point, ensuring that player crosshairs are as accurate as they can be.

This feature will behave as a reliable impact point on vehicles with one weapon such as on Jets, however Air Vehicles that feature two weapons under their wings like the MD540 Nightbird will perform slightly different. We will therefore calculate the distance on both weapons and draw the average of both as the impact point so the actual weapons depending on your distance to target could still hit the sides of this center point but players will now be able to anticipate and read this.

[h3]Air Vehicle HUD Improvements[/h3]
A common request from our air aficionados is for improvements to be made that would allow for an improved state of communication between Gunner and Pilot. The Vehicle Team have been working on bringing a featurean feature from previous titles into Battlefield 2042 where the HUD will now feature aim indicators which will highlight the direction of aim for the Gunner and Pilot.

As a Gunner, this should now help orient yourself in respect to the direction that the Pilot is heading in, and it will also allow for the Pilot to understand what your current priorities are when it comes to engaging with ground targets.

[h2]Changelog[/h2]

AI, Soldier and General Improvements
  • Player Cosmetics are now sorted by Equipped, Default, Unlocked and then any remaining items within the Collection screens.
  • Fixed an issue where some Vehicle Loadouts would not correctly apply ingame.
  • You will now be able to alter the color identifier for Armor via Options / Display / HUD General / Colorblind / Custom list.
  • Fixed an issue that prevented AI from using the zipline near the oil rig on Breakaway.
  • Fixed an issue that could cause the recoil reduction bonus to not apply when in crouch and prone with some weapons


Maps and Modes
  • Fixed an issue on Redacted where some ladders had appeared as scalable, while the intent was for them to be the opposite.
  • The Penguins have ensured us that the EOD Bot will no longer fall through the metal grids on Redacted.
  • Fixed the high contrast on the cliffs placed on Spearhead. They're back to their natural beauty.
  • Escalators on Kaleidoscope now have structural integrity back - you should not be able to see through walls anymore.
  • Some walls on Redacted have also regained its structural integrity. Projectiles are not able to pass through it and into US HQ anymore.
  • Provided further instruction manuals to AI Soldiers, resulting in them no longer getting stuck on walls within Redacted.
  • Fixed spelling in the Codex. It's "Namaqualand".
  • RU HQ doesn't offer protection anymore over the stones next to it on Arica Harbor.
  • No more sneaky placement of the insertion beacon near C sector on Redacted.
  • We have decided that moving platform on Spearhead can't kill you anymore.


Gadgets & Specialists
  • Fixed an issue that could cause players to automatically switch from Grenade to Primary weapon when exiting a vehicle.
  • Ammunition and Health Pouch icons should now be easier to see.
  • Fixed an issue where certain gadgets would trigger an ammunition warning where it was not applicable.
  • You will no longer benefit from minimap stealth when shooting with underbarrel launchers whilst having a suppressor equipped.


Vehicles
  • Air Vehicles will now benefit from computed impact points on select weaponry, this will result in further improvements to vehicle aiming and crosshair alignment.
  • Improved audio mixing for air vehicles.
  • Fixed an issue causing prone players to take reduced damage from vehicle blast damage.
  • Helicopter and Jet anti-vehicle missiles now have the same 800m range.
  • Aligned crosshair with impact point on all cameras for air vehicles.
  • Fixed several TOR Tank visual issues during matches and within the loadout screen.
  • Fixed an issue that caused Concussion Grenades to not correctly apply to open seat vehicles.
  • Reduced the 30mm tracer visual intensity on Attack Helicopters.
  • 35mm canon and Wildcat will now correctly eject both casings when fired.
  • Fixed the camera snap into the vehicle when colliding into certain objects at high speed.
  • Fixed the M1A2 in Portal not taking turret systemic damage.
  • BMD-3 in Portal will now correctly display health and vehicle icons.
  • Lowered elevator response time on jets, it should now be easier to pitch correct when flying and making micro adjustments.
  • Updated sticky input on jets when flying using a mouse.
  • Dev note: This might take some getting used to. try it out and let us know how you feel.
  • Fixed an issue causing Hack and EMP effects to not properly apply on civilian vehicles.
  • The Repair Tool will now work slower on vehicles with systemic damage.
  • Fixed an issue with the TOW guided mechanic where missiles would fly towards objects behind obstacles leading to inaccurate shooting.
  • Updated missile spawning from weapons.
  • Dev comment: This should lead to a more seamless, tight and connected experience.
  • All aircraft missiles will now fire in a single shot pattern rather than full auto.


Weapons

  • Fixed the description of the Spook Y Suppressor.
  • Fixed stats for Factory Mounts underbarrel.
  • Fixed Type 88's Foregrip's hip fire Accuracy penalty sometimes not having the right effect.
  • Fixed some animation issues on L9CZ sights while shooting.
  • Fixed minor issues in sound effects when using muzzle brakes on L9CZ.
  • Fixed incorrect descriptions for Suppressors in Portal weapons.
  • Fixed an issue where receiving melee damage could cause a reload action to be stopped.
  • Bipod is now visible in the PKP-BP's weapon icon.
  • MCS-880 crosshair now better displays the different pellet spread angles depending on equipped buckshot ammo type.


Subsonic Ammo
  • Increased subsonic magazine capacity for MP90 from 21 to 25 bullets.
  • Increased subsonic magazine capacity for K30 from 21 to 30 bullets.


Suppressor Minimap Stealth
  • Light Suppressors will now benefit from Minimap Stealth from 30 meters and below.
  • Light Suppressors + Subsonic will now benefit from Minimap Stealth from 15 meters and below.
  • Heavy Suppressors will now benefit from Minimap Stealth from 15 meters and below.
  • Heavy Suppressors + Subsonic will now benefit from full Minimap Stealth when firing.


Suppressors
  • Updated Muzzle Flash Visibility Reduction stat for some barrel attachments


PB Heavy Suppressor
  • Damage multiplier has changed from 0.85x to 0.9x
  • Bullet velocity multiplier has changed from 0.8x to 0.85x


Type 4 Heavy Suppressor
  • Damage multiplier has changed from 0.9x to 0.95x
  • Damage multiplier has changed from 0.75x to 0.8x


Box Suppressor
  • Bullet Velocity has received a slight increase


Buckshot Ammo
  • Updated the ammunition type description to better reflect their gameplay effects.


G428
  • Standard Issue ammo: 2-hit kill range reduced from 40m to 20m. New 4-hit to kill distance over 125m.
  • High Power ammo: 2-hit range reduced from 50m to 40m.
  • Increased vertical and horizontal recoil.
  • Slightly decreased stability effect when firing bursts in full auto.
  • Increased maximum dispersion during full auto by 15%.
  • Increased dispersion per shot in both single and full auto by 7%.
  • Slowed ADS speed slightly.
  • Tweaked animation settings to match the increased recoil.


VHX-D3
  • Decreased initial standing accuracy
  • Increased dispersion per shot
  • AP Grenade launcher ammo increased from 1-2
  • This change affects AK24, LCMG, SFAR-M, SVK


RPK-74M
  • Corrected the amount of ammunition shown for the extended magazine size in the collection screen.
  • Fixed an issue where the mesh of some muzzle attachments


LMG
  • Corrected the amount of ammunition shown for the extended magazine size in the collection screen.


Commando Knife
  • Fixed an issue that caused the animation after a melee attack to not work properly.


AEK-971
  • Fixed an issue causing the Flash Suppressor to sometimes overlap with other attachments.


MP412 Rex
  • Fixed an issue with the swapping animation when equipping the MP412 Rex.


M240B
  • The extended magazine in the plus menu is now equipped by default.


SWS-10
  • Fixed sound effect issue when using PB Heavy Suppressor.


12M Auto
  • Fixed shell ejection when using Flechette Ammunition.


XM8 Prototype
  • Fixed M320 Buck Crosshair Size for Bad Company 2's XM8 Protoype


MTAR-21
  • Fixed incorrectly placed muzzle smoke visual when using PB Heavy Suppressor.


AC-42
  • Fixed ejected casing textures when using subsonic ammunition.


AS-Val
  • Fixed an issue where an iron sight mesh was showing unintendedly when using some scopes.


Super 500
  • Damage and dispersion tweaked to provide more consistent and higher damage over 10m, but lower chance to get a OHK.


GEW-46
  • Damage over 100m changed from 22 to 20 per bullet.


Ghostmaker R10
  • Updated Minimap Stealth stat, and added suppressed icon.


NVK-S22
  • Icon for #01 buckshot has been updated.




NO WEAPON, MILITARY VEHICLE OR GEAR MANUFACTURER IS AFFILIATED WITH OR HAS SPONSORED OR ENDORSED THIS GAME.

This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.

Dev Notes - State of Vehicle Gameplay

Hello there,

Early this week the team got together for a new Inside Battlefield Podcast episode to look at the current state of vehicle gameplay, and changes we’ve made throughout the Seasons of Battlefield™ 2042.

While we encourage you to listen to the full discussion, we’ve added a short recap below for those of you who’d prefer to read instead.

[h2]State of Vehicle Gameplay[/h2]
At launch Battlefield 2042’s new vehicle call-in and deployment features, alongside the increased map size and player counts opened up more freedom than in previous Battlefield titles. This allowed for new gameplay opportunities versus the old structure many of you were used to. For the team this also added the challenge of having to make more frequent balance adjustments to ensure gameplay remained fun and fair.

Throughout the Seasons we’ve continued making those balance adjustments based on your feedback and gameplay behavior, as well as ensuring all vehicles fit into their intended gameplay roles such as transport, or combat

Overall the team is now happy with the status of vehicle gameplay in Season 6. There is of course always room for improvement! Please keep sharing your feedback with us.

[h2]Vehicle Changes Throughout the Seasons[/h2]
Frequent feedback we’ve heard from the Community was around the prevalence of explosive weaponry, and unclear combat roles across vehicles. During Season 5, we fully overhauled all vehicle loadouts to ensure combat roles were once again clearly defined. This largely meant that some vehicles such as the LATV4 Recon which was meant as a transport vehicle, no longer had access to explosive weaponry.

The handling of ground vehicles was also a big topic in the community, recently with Season 6 we added improvements to steering, acceleration and overall feel while handling them.

Additionally, most vehicles have received a physics upgrade which makes vehicles feel more grounded when traveling, but also includes changes to turn rates so steering feels better.

For the pilots out there we also made several handling and camera adjustments to jets and helicopters that allowed for much tighter gameplay opportunities. We’re happy with those changes and we feel the gameplay now feels more responsive, reactive, and fun!

The team is also happy with how the changes to the EMKV90-TOR have been received by the community, and how it moved away from being a notorious vehicle for sniping from afar. We felt reducing its long-range combat potency was necessary, but to compensate we also increased its close combat power to allow for a more aggressive role. We think it's more fun, and what we wanted to see for the TOR!

Lastly, another big change we made based on your feedback was to adjust vehicle counts across all maps and modes to ensure vehicle gameplay felt unique and fun based on what you are playing.

[h2]Upcoming 6.2 Changes[/h2]
We’re still working on the full Update Notes which will include all 6.2 changes, and we aim to have them in your hands tomorrow. In the meantime, here is a sneak peek of some upcoming vehicle changes.

The aiming system of air vehicles will receive an update. This should help players with their accuracy when shooting. Due to the way weapons on the sides of vehicles work, we’re making changes to increase their accuracy by using computed impact points that are influenced by drag, gravity, projectiles and velocity of the vehicle.

We’re also bringing the rotational HUD icons back for pilots and gunners. This will increase the ability to communicate more clearly between the two and should lead to a better combat feel.

[h2]Community Hot Topics Q&A[/h2]
The team often takes the time to read and discuss your feedback internally, so we also wanted to answer some of the questions we’ve seen you chatting about.

Q: Why do we have weapons coming over from Battlefield Portal but not vehicles?
A: A considerable amount of work is required to ensure Battlefield Portal vehicles fit within the All-Out Warfare roster, and the team preferred to instead focus on adding new vehicles throughout the Seasons to bring you new and unique gameplay opportunities.

To confirm, that means right now there are no plans to bring over vehicles from Battlefield Portal.

Q: Why aren’t jets as competitive for ground combat as in previous games?
A: In previous Battlefield titles, jets could dominate an entire match by themselves. We didn’t want that for Battlefield 2042 and changed their role to focus on air combat, while making ground support capabilities secondary.

Q: How do you feel about the Nightbird, and can we expect further changes?
A: While we’ve identified some areas where we feel the Nightbird can slightly overperform, we’re happy overall with its performance and we currently don’t have any immediate changes planned.

Q: Are you planning any changes for stealth helicopters?
A: Our current intent for the stealth helicopters is to be a more casual gameplay option versus their attack helicopter counterparts, which offer higher risk vs reward type gameplay. We feel stealth helicopters fulfill that casual role well by making it easier for players to avoid being targeted.

Q: How do you feel about the current gameplay of Lis vs vehicles?
A: We've observed that Lis is currently one of the most visible anti-air gameplay elements, while also knowing that it isn't always a fun experience to be taken down by her unexpectedly.

While we don’t have any immediate changes planned for Lis, in the future we may adjust her kit to tone down those areas. Simultaneously, we’d also like to increase anti-air effectiveness for general soldier gameplay.

Q: Are there vehicle changes the team would like to make in the future?
A: No changes are locked, and nothing is set in stone for the future, but there are some areas that the team would love to get to.

Top of mind are thermal vision for tanks, and removing their turret aiming delay. We also see room to improve the vehicle deployment screen functionality, and the general balance and defensive capabilities of vehicle versus soldier gameplay, and vice versa.

---

That’s all we have for you today! We appreciate your continued feedback and we hope you enjoyed this sitdown with the vehicles team!

//The Battlefield Team

This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.