First of all they
fixed a lot of Netcode / TTK (Time to Kill) / TTD (Time to Death) issues. They
made improvements on maps, ground vehicles, weapons, gadgets, and
specializations which are supposed to bring us a more balanced and stable game.
It also introduces a 4 player co-op mode named Combined Arms. Last but not
least this update will introduce optimizations to DXR ray tracing performance and
will add NVIDIA DLSS to the game which will improve the performance without sacrificing
visual quality and this is really very interesting considering the amazing visual
effect improvements that NVIDIA DLSS made on Final Fantasy XV.
Combined Arms mode
will let the players invite up to three friends against AI in four different
maps with four different objectives. There will be 8 PvE missions and it seems
like a good practice before jumping into multiplayer. I know, I know… Where is
the fun when you can not find any players to kill with a nail clipper, right?
Just kidding, they will be always around even when they practice hard against
the AI. But hey! Are you a lone wolf? Don’t you worry my friend! Co-op missions
can be played solo, too…

In my opinion the most
interesting improvement will be the arrival of NVIDIA DLSS which uses deep
learning in order to improve game performance while maintaining the beautiful
graphics that we are used to. Although the result of using NVIDIA DLSS in Final Fantasy XV was amazing, we will just
play and see what it will bring to Battlefield V.
Are you ready for a looooong list of amazing improvements? Without further ado, the list of changes and improvements are as follows:
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 Tanker and Pilot classes no
longer build Fortifications faster than the Support class with the engineer
Combat Role. - 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).
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.
PC-Specific
Improvements
- This update includes further
optimizations to DXR ray tracing performance and introduces NVIDIA DLSS to
Battlefield V, which uses deep learning to improve game performance while
maintaining visual quality. - Rotterdam – The deploy screen has
been improved when using a widescreen monitor, and no longer displays any
low-resolution textures or unintended backdrop buildings. - Spectator mode – added key
bindings for increasing and decreasing field of view in free cam and player
view director modes. Defaults are PAGE UP and PAGE DOWN.




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