Sneak Peek at Battlefield V Tides of War Chapter 1: Overture Update

Hey Battlefield V Community,

There’s been a lot of great discussion within our community around potential updates to Battlefield V that will be released alongside the first Tides of War Chapter 1: Overture drop on Tuesday, December 4th. We want to get ahead of all the speculation by providing you some insight into what we have planned for release next week. (We did note that there was an overwhelmingly positive reception to current TTK as it sits and a desire to improve TTD.)

Before we get into it, you’ve probably seen some teasers hitting Battlefield social channels with glimpses into Panzerstorm (new map), the Practice Range, Vehicle Visual Customization, and the new War Stories episode: The Last Tiger. And, as mentioned in the ‘This Week in Battlefield V’ article, the all-new Tides of War Chapter 1: Overture landing page has been pushed to Monday, December 3rd.

Okay… enough spiel. Let’s get into it!

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

Top TTK/TTD Facts You Should Know

  • The upcoming Battlefield V Tides of War Chapter 1: Overture Update will not have any changes that impact the current TTK. However, there will be balance tweaks to weapons (see breakdown below).
  • TTK and TTD are very closely linked. We’re seeing players die too often/too quickly and get frustrated because of it. So, we’re looking at how we can improve the experience for new players and veterans alike. This may lead to a perceived slower TTK.
  • We’re investigating all elements that play into TTD, from netcode to damage feedback/other components that influence TTD perceptions.
  • We want to achieve gunplay balance where the experience is healthy, where latency is in a good place in order to improve consistency experience across all platforms including PC and Console.
  • We want to propose any TTK model changes to you, the community, and involve you in testing experimental changes with the goal of improving experience and create deeper gameplay potential.
    Our Vision with TTK/TTD

As cited by Florian Le Bihan (Core Gameplay Designer):

*The TTD experience is one of our high priorities right now and there are a lot of important and complex pieces that are being investigated to identify any issues in that area, including netcode.

We are also expanding the scope of our investigation and improvements to other components that are directly related to the player experience when it comes to getting shot, receiving damage, etc.

Another important piece is that we want to closely look at how we can improve consistency of the gameplay across all platforms, but also consider how we can ensure that latency does not reduce the quality of that experience for all our players around the world.

As part of Battlefield V’s live service, we want to involve you in experimenting some changes that we believe could improve the overall experience and create a deeper gameplay.

The first experiment we want to run is a TTK change that we will be closely measuring soon.

This TTK experiment may take the following shape but may change as we’re still investigating how to approach. It may be proposed to players in-game by rolling out the new TTK changes globally to all players connecting to any server, while adding a new playlist accessible through the server browser where players can play the old (or as it is, current) TTK to compare the two experiences.*

As always, we’re continuing development of Battlefield V with the community in mind. Stay tuned as we’ll announce when the proposed experiment is available in-game and details of the exact changes.

Battlefield V Update Sneak Peek

Now, on to a laundry list of specific game elements that has been in discussion within our community as we lead into next week’s update release.

Please note that this is not fully inclusive of all updates being implemented. This is just a taste of what to expect. We will be releasing the full update notes prior to the update being released which will dive into all of the changes/improvements introduced.

Revive Mechanics

With the update, we are providing improvements that will make the Revive experience better on both ends (for the “reviver” and receiving “revive”). We identified a few delays that prevented players to get full control after the animation was completed - this is now resolved and will virtually make the reviving experience “faster”. We want to see if what we are addressing improves the quality of the experience enough. Increasing the revive speed is something we still keep in mind but aren’t implementing just yet.

Medic Class Balance

We will be introducing some weapon balance changes that will help most of the Medic weapons to perform better at-range, more specifically for the slower rate of fire SMGs that struggled to find a good place where they could compete against other weapons like Assault Rifles or Light Machine Guns. All the specific changes can be found in the weapon notes below but here is an outline of the changes we targeted:

  • Increased muzzle velocity and reduced bullet drag to allow more consistent range combat.
  • Increased the 5-hit kill range of SMGs to 30m instead of 25m.
  • Improved sustained fire accuracy of SMGs while aimed and stationary.
    Weapon Balancing/Changes

Damage

  • Decreased M1928A1 maximum damage to 25.1 (previously 30)

  • Increased the 3 hit kill range of the Gewehr 1-5 to 30 meters (previously 25 meters)

  • Increased maximum damage for the Sturmgewehr 1-5 and StG 44 to 25.1 (previously 24)

  • Reduced the range at which the Turner SMLE can kill with one headshot and one body shot to 30 meters (previously 35 meters)

  • Increased the 4 hit kill range of all assault rifles, LMGs, MMGs and SMGs to 10 meters (previously 9 meters) to make close quarter damage more reliable

  • Increased all SMG 5 hit kill range to 30 meters (previously 25 meters)

  • Slightly extended pistol damage drop-off distances

  • Bolt actions no longer deal slightly reduced damage when hitting the lower body or upper arms, this means the minimum damage will never go below 55 damage.
    Recoil

  • Increased horizontal recoil of the KE7 to 0.45 (previously 0.36)

  • Increased horizontal recoil of the M1907 SF to 0.41 (previously 0.39)

  • Decreased horizontal recoil of the STEN to 0.38 (previously 0.4) and increased the efficacy of the Ported Barrel specialization
    Specializations

  • Increased the effect of the Slings and Swivels specialization. Switching to your primary weapon is now an additional 50 ms faster for all weapons and firing after sprinting is allowed an additional 16 ms earlier for bolt actions, assault rifles, semi auto rifles and SLRs

  • Changed the specialization for the KE7. Recoil Buffer has been removed. Quick Aim has been added. Specialization tree has been reordered
    Reload

  • Increased the reload speed of the KE7. Base reload time is now 3.55 s (previously 3.75 s)

  • Increased the reload speed of the MG34 with the double drum magazine. Tactical reload is now 3.7 s (previously 4 s) and empty reload is 5.083 s (previously 5.5 s)

  • Increased the reload speed of the M1907 SF. Tactical reload is now 2.7 s (previously 2.9 s) and empty reload is 3.3 s (previously 3.5 s)
    Miscellaneous

  • Improved sustained fire accuracy of SMGs while aimed and stationary

  • Decreased sustained fire accuracy of assault rifles while aimed and moving

  • Increased muzzle velocity of all SMGs as follows:

  • MP34: 495 m/s (previously 450 m/s)

  • MP34 (High Velocity Bullets): 560 m/s (previously 520 m/s)

  • STEN: 495 m/s (previously 430 m/s)

  • MP40: 455 m/s (previously 400 m/s)

  • EMP: 420 m/s (previously 380 m/s)

  • MP28: 345 m/s (previously 320 m/s)

  • Suomi KP/-31: 330 m/s (previously 300 m/s)

  • M1928A1: 330 m/s (previously 280 m/s)

  • Decreased drag of SMG bullets from to 0.005 (previously 0.007) for regular bullets and 0.0035 (previously 0.005) for High Velocity Bullets
    Dragging Downed Teammates

  • You will not see the ability to drag downed teammates with this update. We are still investigating feasibility around this mechanic.
    Max Rank Company Coin Accrual

  • We have a backend fix we have proposed (server side, so no client update needed). We are still testing to ensure stability and will update everyone once it’s live.

  • We are also working on a way to retroactively award Company Coin for hours played at Max Rank and hope to have an update for you soon that we can share.
    User Interface

  • Syncing Loadouts Across Factions - Although we won’t have improvements implemented for the upcoming update, we are actively working on a solution.

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

  • Airlifts

  • What are Airlifts? - Battlefield V Deluxe Edition players and Origin Access Premier subscribers are granted 20 Airlifts, one new Airlift each week (each Airlift containing a single customization item) starting on the day that they receive the Deluxe Edition entitlement (whether through a pre-order, upgrade, or full code redemption method). Upon logging into Battlefield V for the first time, you will notice you have received Shipments in your Armory. Depending on when you received the Deluxe Edition entitlement you may have more than one Shipment waiting for you. In other words, if you received Deluxe Edition entitlement 5 weeks prior to actually playing Battlefield V for the first time you’ll have 5 Shipments waiting for you. At that point, you will have 15 more Shipments to be delivered, once a week for 15 weeks.

  • *When do I start getting my Airlifts? *- Your 20 Airlifts start deploying, one per week, when your Deluxe Edition entitlement is added to your account. This would be either by completing the purchase of Battlefield V Deluxe Edition, upgrading to Deluxe Edition, or redeeming a Deluxe Edition code.

  • What is in the Airlifts? - We’ll have a detailed rundown on what everyone gets in their Airlifts coming out soon. The 20 Airlifts consist of 2 emblems, 13 weapon part skins, 2 sidearm skins, and 1 uniform set.

  • Please note we are also working on a blog that will dive into Airlifts in much greater detail to clear up recent confusion.
    Endless EOR (End of Round)

  • Resolved! This was fixed with the recent Battlefield V 11-26-2018 Server Update. If you’re still experiencing issues, please let us know so we can refine.
    Spectator Mode Improvements

Two new features added to Spectator Mode including:

  • “Look at Player” Free Camera Option - When enabled, the camera automatically rotates to always be looking at that soldier/vehicle that’s selected in the center player card. You can still move the camera while this is enabled. It should be useful for players that make cinematics since they can make some unique shots with it. Its’s also useful for broadcasting tournaments since broadcasters won’t need to rotate the camera manually to follow a certain player.
  • “Smooth Rotation” - It’s a PC-only addition to get smoother rotation when rotating the camera with the mouse.
  • “Camera Sway” – An option to make the free camera or director camera move more like a handheld camera, leading to a cinematic polish if you’re looking for that kind of vibe.

At the end of the day, our goal is to improve the gameplay experience of Battlefield V with you while providing visibility with our intentions. We hope this article does exactly that. We’re looking forward to seeing you on the Battlefield when the new update rolls out next week!

Edit: We’ve added information to clarify confusion around Airlifts.

Nothing about making flares useful again. The tiny radius, single ammo count, and short duration makes them worthless.

Nothing about increasing the 2 hit kill range of the AL8 and RSC (50 meters is way too low). They suck at 3 hit kill range and kill slower than all assault SLRs at and beyond that range.

At least medic might be a little better I guess. I still think the class needs another weapon type for maps like Hamada though.

•You will not see the ability to drag downed teammates with this update. We are still investigating feasibilityaround this mechanic.

This wording makes me worry. Hopefully it is still an option for the future. Maybe the coding is making it harder to implement than they expected. I hope it doesn’t end up not making it in. fingers crossed

Good to see they acknowledge both that there is a TTD issue; but that most of the community likes the TTK as it currently stands. Good to see they aren’t planning on just implementing a de facto change regardless of the very vocal voices liking the current TTK.

The idea to have the “experimental” servers with the change, but a separate playlist that keeps the current TTK is a good idea

@danmotoxx

This wording is confusing. Could be worded better:

Increased the reload speed of the M1907 SF. Tactical reload is now 2.7 s (previously 2.9 s) and empty reload is 3.3 s (previously 3.5 s)

‘decreased reload time’

Nothing about the panzerfaust damage vs tanks? This is crazy…

Nothing about the OP bombers, what a shame.
EDIT And AA’s shooting featherballs, anywho, as the title says, this is a “Sneak peak” of what to come, so hopefully more will be added.

Looks good mate.

They’ve already confirmed that panzerfaust changes are in this next patch.

This post is not the full patch notes. There are more changes than are mentioned here.

‘We’re seeing players die too often/too quickly and get frustrated because of it.’ and yet ‘Overture Update will not have any changes that impact the current TTK.’

@danmotoxx
What do you think those frustrated players are going to do? Keep playing? Recommending your game to their friends? Buying the next one?

Instead of drag a downed team mate, could there be an option for the injured to crawl to cover to await revival?

Could there be request such as ‘request smoke screen’ which could come from air assets, or even recon adaptions to planes, ie underwing cameras at the cost of ordnance?

Also the squad leader thing needs work, constantly being hounded for an order and losing out on accumulated points is quite frustrating, especially when constantly dishing out orders the whole match.

And any of the lmg mmgs should have terrible spread/accuracy unless they’re in bipod mode.

Probably feedback you’ve heard before but theirs my pennies worth.

see ya in march incompetent team of devs…

Finish reading the rest of the article. They’re not changing the current TTK but they’re adding a whole different ttk. So we will have two on different servers, temporarily. Until they figure out which one is better or maybe a compromise.

https://www.ea.com/careers/careers-overview/worldwide-studios/dice

Because its a problem with the TTD, which they havr acknowledged, and are looking to fix. Thats the problem, not the TTK

There is nothing in the post about upcoming servers next week. They want to, they hope to…just extremely vague…By the sounds of it they have no idea whats going on, a fix is nowhere near the horizon and they want to experiment, you know, betatest on us. So let me ask you again, what do you think all those frustrated players are going to do? Do you really think they are going to stick around as a guinea pig?

Come on, man. How is this constructive in the slightest?

You can ban him you know. You have the power. It’s not just the mods. Use the force luke. I mean Dan.

No worries @danmotoxx some of us are actually mature enough to understand that there are devs that want to give the best product possible and work their darnedest to make the community happy and the product a good one. With all the business politics, timelines, deadlines and honest mistakes being made, things cannot and will not go 100% smoothly. Some of us get it, no worries.

Also the post did say it’s just a taste and not listing all the changes actually coming. Some things have already been confirmed in tweets from devs that haven’t showed up here so criticism should at least be held out till the official patch notes. Then go at it as much as you want then if so deserved.

pls get real, they delayed game for one moth, and what product they delivered? 1/3 of it, they couldn’t even finish campaign story, and even that is copy-paste from bf1-
netcode problem was in beta allready
bugs from BF1 in game, whats this made on same source code? game is bugged, looks more like early acess before alpha…(@danmotoxx)
some bugs from beta still in game
BUT don’t worry you can change your characters now and put some skins that all look alike in 90% of time ;)..that’s what they were doing since open beta till now..character customization…

I get all that, I’m not making excuses for the game per se, I’m just saying that, the devs usually take all the heat for stupid decisions made higher up the chain. So when the lowly devs make an effort to communicate it’s best to give constructive feedback