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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…

bf5 narvik head

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.
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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.
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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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