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Battlefield 2042 Devs to Focus on Weapon Spread, PC Performance, More in Future Updates

Battlefield 2042 Devs to Focus on Weapon Spread, PC Performance, More in Future Updates

Battlefield 2042 officially launched last calendar week, and thus far, fan response has non been less than positive, with complaints near bugs, residue issues, and a full general lack of polish existence widespread. Thankfully, updates are on the style, with Battlefield developer Die laying out what they plan to focus their efforts on over the coming months.

According to DICE, they're planning to focus on general server stability and performance on PC, which many accept constitute to be CPU leap. They also aim to accost weapon sensitivity and spread, which were causing certain weapons, particularly assail rifles, to miss their targets far too often. Finally, they aim to remix progression and XP rewards, and then as to close down Custom Portal farming servers without unduly punishing players looking to progress in other modes.

Battlefield 2042

The program is to evangelize three more updates (in addition to the ane already released) for Battlefield 2042 before the end of the year – Update #2 volition get in on November 25, Update #iii volition arrive in early December, and a 4th update will drib "in advance of the holidays." Here'south a rundown of what you can look from Update #2 later this week.

  • Improved Soldier Revives, addressing 'unable to revive when a Soldier dies close to an object, or wall'.
  • A respawn protection organization that volition aid to forestall any inapplicable issues that can leave a player in a downed state for too long, and force a manual respawn when required.
  • Re-enabling our UAV-1 Interaction in Battlefield Portal, bachelor on our Battlefield Bad Company 2 maps. It was overpowered, and we've made adjustments to account for that.
  • Vehicle Balancing for the LCAA Hovercraft and MD540 Nightbird mentioned in a higher place.
  • Dispersion has been reduced for all weapons except Shotguns, which results in more than consequent bullet spread during gameplay.

Meanwhile, here's what you lot can expect from the much-larger Update #iii…

User Interface:

  • Improved the collection screens making them easier to use and clear as to what y'all're interacting with
  • Improved the means in which you're able to manage your attachments via the collection screen to reduce the number of interactions yous need to take when building your loadouts
  • Enhancements to our Actor Card screen and End of Round (EOR) to provide additional polish
  • Added new markers to make your newly unlocked items easier to find
  • Improved screen transitions when entering and returning to the Main Card
  • Improved Report a Player flows, specifically around toxicity and adulterous reports

Matchmaking & Friends:

  • Improved the experience between EOR and the Main Carte du jour
  • Improved Matchmaking reliability and reduced instances of Matchmaking failed
  • Improved Crossplay invite flows
  • Fixed Rich presence updates, ensuring that your friends are better able to rails where yous are in Game
  • Addressed servers getting stuck in unresponsive game states, where rounds fail to properly start
  • Fixes to Friend Invitations for players on PC

Progression and Unlocks:

  • Introduction of weekly missions, providing fix challenges that reward cosmetic unlocks.
  • Added 1st match bonus of 1000 HZC for HZ
  • Fixed an issue that was not properly application XP for Affections resupplies
  • Improved overall XP/Rank tracking and reliability
  • Improved Mastery rank tracking
  • Improved reliability of Thespian carte du jour tracking

Rendering:

  • Addressed a diversity of visual flickering and stuttering issues
  • Improvements to water rendering when Aiming Downwards Sight (ADS)
  • Addressed multiple graphical issues affecting water reflections
  • Fixed reflections in Kaleidoscope for late-joining players
  • Addressed issue with character rendering for late joiners
  • Improvements to artifacts affecting DLSS implementation

Maps:

  • Over 150 private fixes, small changes, and improvements beyond all of our Maps
  • Improved level geometry issues across all levels addressing issues such players getting snagged or trapped
  • Resolved multiple spawning bug
  • Visual glitches such as lens flare, visible seams in skydome
  • Resolved a large number of collision and placement issues
  • Addressed bug affecting local sound placement in multiple Maps

Battlefield Portal:

Battlefield Builder additions

  • Rush game way layouts for all 2042 All-Out Warfare maps (through Portal)
  • New official Vehicle Squad Deathmatch template
  • New official Team & FFA Gun Master templates
  • New official Infection template
  • Rules Editor - Added the ability to notice what players were killed with in order to apply additional logic

UX Improvements

  • Added Server Info for the Pause screen
  • Added support for server admins to write periodic server messages
  • Added support for reporting a server from the pause bill of fare
  • A series of visual, audio, and gameplay improvements to weapons, vehicles, and gadgets

Battleground Hazard Zone:

  • Improvements to visual presentation of Gamble Zone currency organization in Front
  • Added an blitheness and audio cue when the histrion's Remaining Rest changes in the Risk Zone lobby
  • Modified Team and Player Screen in Hazard Zone to only show your team
  • Modified Scoreboard to no longer show players connected in Hazard Zone to drag tension experienced
  • Improved extraction zone smoke visibility
  • Added additional flares to extraction point offering players amend visibility of extraction area, as well as providing boosted comprehend
  • Added variation in Take a chance Zone to preplaced intel locations. Initial Data Capsules at present have a chance to contain several data drives
  • Resolved an outcome with persistent scoring in Hazard Zone
  • Improvements to the Intel Scanner's accurateness and enemy identification
  • Resolved an issue where 2 teams could excerpt simultaneously in Gamble Zone
  • Resolved inconsistency in alarm to alert players that they're being scanned in Take a chance Zone
  • Resolved capacity issues with intel collection in Hazard Zone
  • Made information technology easier to interact with intel pick-ups
  • Added altitude read-out for next extraction point in Hazard Zone
  • Improved Take chances Zone finish-of-circular camera placement

Conquest:

  • Tuned data spamming in Conquest, reducing the corporeality of messages that appear in the world log. In detail we reduced messages nigh flag state changes then that they're not every bit distracting

Breakthrough:

  • Tuned capture times for Breakthrough
  • Improved out of bounds defender spawning in Quantum to ensure that you're able to more consistently spawn in safety
  • Improvements to Breakthrough'south UI to enable yous to amend track round progress in the class of a Game Fashion Widget.
  • The Game Style Widget is too visible within the Scoreboard (displaying simply when playing Breakthrough, and besides on Rush) to put accent on sectors and attackers reinforcements
  • Elapsed fourth dimension is now added and trackable in both the Scoreboard & Deploy Screen.
  • Added a pulsating consequence on the Team 1 (attacker) score and progress bar when their tickets are =< 25% of their initial tickets. This is also present in the GMW in the HUD, Scoreboard and Deploy Screen for both Blitz and Breakthrough

General:

  • A fix for missing loadouts, sometimes seen when get-go loading into a server and seeing blank boxes on the deploy screen
  • Modified Contempo Players screen to include anybody from previous friction match to permit for easier user reporting
  • Improved interaction point system. Switched the default "Collaborate" text on multiple interactions to reflect the action you lot are about to practise, i.e. "Open CONTAINER", "Call ELEVATOR" etc.
  • Kaleidoscope server room lighting issue resolved
  • Resolved an issue related to the velocity / trajectory while spawning in jets
  • Improved helicopter animation in level wing-bys during insertion
  • Improvements to address an issue where players killed in vehicles would fall beneath level geometry
  • Improvements to streaming avails in deploy screen presentation

Dynamic Globe Improvements:

  • Addressed issues for VFX affecting late-joiners
  • Made improvements to correctly align the bridge beliefs on Kaleidoscope for late joiners to the match
  • Fabricated improvements to correctly marshal the destructive silos state for late joiners in Renewal and Orbital
  • Improved interaction of SG-36 Sentry Gun and elevators
  • Quality of Life fixes and improvements to collaborate prompts
  • Tornado and smoke visual event improvements
  • Resolved a large number of collision issues with big scale animation events
  • Improved location-based sandstorm audio experience
  • Improvements to devastation sound
  • Adjusted the timing for automated doors

Vehicles:

  • Fixed issue where missile countermeasures sometimes didn't work, causing missiles to non blow up and instead reacquire the same target
  • Made get out position from vehicles more consistent
  • Fabricated improvements to controller vibration for vehicles
  • Stock-still an event where the Nightbird'due south rockets hitting the ground can appear frozen
  • Fixed an issue where a thespian driving the Hovercraft can not exist shot through the front window
  • Added an option to have vehicle boost as toggle or concord
  • Fixed an outcome where vehicles took double damage when getting hit through glass
  • Improved TOW Missile Projectiles flight behavior
  • Balanced Nightbird minigun spread buildup and convergence
  • Removed blast impulse on Attack Helicopters Anti Vehicle Rocket which acquired nudging of vehicles on hit
  • Stock-still the F-35E Panther repair organisation ability missing from customisation
  • Stock-still instances where vehicles sometimes would become stuck on globe geometry
  • Gadgets no longer break their cooldown when the player enters a vehicle
  • Stock-still an issue when a role player dies in a vehicle which allowed for the camera to get clandestine

Weapons:

  • Reduced spread globally when zoomed and moving
  • Improved stationary zoomed accuracy for many weapons
  • Spread now decreases faster and earlier when pacing shots. This means more than success with single-fire or short bursts
  • Increased PP-29 vertical recoil to ensure that the weapon does not overperform when engaging outside of its intended combat range
  • Stock-still an issue where spread would be too loftier when trying to fire while zoomed correct after sprinting for some Portal weapons
  • Reduced effectiveness of the NTW-50 against vehicles
  • Fixed the 8X Scope having a faster ADS time than the others
  • Fixed M44 revolver chambering an extra bullet
  • Fixed an result where soldier is unable to shoot after getting hacked while in a vehicle
  • Reduced switch back to weapon delay after throwing grenade

HUD:

  • Added a UI list that shows nearby players that tin can revive yous inside 50m when downed
  • Added a UI list that shows revivers when downed and pinged past a player that intends to revive you
  • When low on ammo or health, nearby friendly players within 50m will now show a resource icon above their caput indicating that they tin provide you with health or ammo
  • Increased Big Map Resolution for improved navigation
  • Added health bars on enemy vehicles and enemy soldiers when looked at
  • All player world icons now scale over distance, making them smaller when far away in an endeavor to reduce icons cluttering the screen
  • Time before revive completion is now visible for the downed player when beingness revived
  • Stock-still an outcome where friendly player icons would sometimes non be hidden when behind walls causing a lot of icons to be constantly visible on screen.
  • Fixed an event where friendly soldiers are missing their bluish UI icons when a player is in a downed state
  • Fixed an issue where some actor names don't show when looking at multiple Soldiers/Vehicles that are next to each other
  • Inverse the visibility beliefs of the fire mode icon in the HUD. By default, the fire mode icon is now visible if information technology is currently possible to change fire-mode. The behavior tin can exist changed to allow the burn mode icon to e'er be visible (even if it's non possible to change burn down fashion) or turned off. The option is called "Fire Manner Indicator" under "HUD" Options
  • Added an option that allows for the disabling of the button prompts visible in the HUD
  • Added bulletin near which player healed y'all when getting healed by other players
  • Added message nigh which player shared ammo when getting ammo from other players
  • Fixed an result where IFF markers on Team Members exercise not change with colorblind option
  • Improved visibility of IFF marks over distances
  • Stock-still an event where IFF markers would not be visible when using low video settings

Bots:

  • Stock-still upshot where Bots sometimes didn't revive players
  • Improved Bots helicopter handling
  • Improved Bots gainsay behaviors
  • Improved Bots game mode behaviors

Audio:

  • Improved reliability of various power sounds when offscreen, such as reviving, SOB-8 Ballistic Shield, flares, wingsuit, vehicle fume discharges and system repairs
  • Switched lock-on alarm sound with incoming missile warning audio
  • Improved weapon mix for enemies firing at the player
  • Generally tweaked content and mix for distant weapons, improving audibility at range
  • Preventing alarm sounds and manual sounds from standing when a vehicle has depression health

Battlefield 2042 Update #3 will also include a lengthy listing of residual changes and tweaks for individual Specialists, weapons, and gadgets. If need to know about that, yous can check out the full, unabridged notes, right here.

Battlefield 2042 is available now on PC, Xbox One, Xbox Serial X/S, PS4, and PS5. As mentioned the game's side by side update arrives in on Nov 25, with ii more arriving before Christmas.

Source: https://wccftech.com/battlefield-2042-updates-roadmap-weapon-spread-pc-performance/

Posted by: howardbesse1992.blogspot.com

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