Join Date: Jun 2010
BATTLEFIELD 2042 UPDATE #1.2
Being just over halfway into Season 1, we hope you continue to enjoy the new content and are having a great summer. This week, Update 1.2 launches and we are excited about getting these new changes and improvements into your hands. It will be available to download and play on Tuesday, August 2.
This update includes not only new bug(s)
fixes, balance changes and Quality of Life improvements, but also the first of our planned launch map reworks, alongside the initial Style and Tone changes for some of our Specialists:
Kaleidoscope has been reworked to offer an improved gameplay flow through new cover assets, flag positions, terrain elevations and visual updates to several locations on the map
We are introducing the first Style and Tone change for our Specialists, which includes several updated character models
The power of the RAH-68 Huron and YG-99 Hannibal 30mm Cannon has been reduced by making it overheat at a much faster rate. This will help to limit their impact on infantry and bring it more inline with our balance
A Player Profile and Statistics page is now available in-game. It provides an overview of your performance and progression since launch
Aim Assist on Controllers has been adjusted to ensure it feels smoother and more consistent while tracking moving targets
The BSV-M Full Auto mode now receives an accuracy penalty, and High Power rounds now lose damage faster over distance
The full list of changes for Update 1.2 is available in the Changelog below.
When is the next update?
This is the last scheduled game update before we venture into Season 2. That means we’ll check in with you later in August on Update 2.0
To stay informed on the roll out of Update 1.2, you can follow us on the @BattlefieldComm Twitter account. You can also follow along with our tracking of Known Issues and game changes that we’re able to make in real time on our Battlefield forums.
Content & Improvements
Kaleidoscope - Map Improvement
Earlier this year we had an open discussion with you on map design via our Core Feedback - Maps initiative. Through your feedback, we identified several focus areas for our launch maps where our quality standards could be improved through Cover, Intensity, Line of Sight, Pathing and Traversal changes. As a result, we have been reworking our launch maps to ensure their gameplay is updated to these revised standards of quality.
Reworking maps takes time, and Kaleidoscope is the first map for which we have completed this rework. You can play the improved version in this game update.
We have revised the playspace to add more cover, creating new flag positions, and improved the flow across the whole map.
Cover has been added not only with the placement of new assets, but also in the raising of terrain to help break sightlines and let infantry move more purposefully around the map. Most importantly, these new assets bring more tactical destruction which help to ensure that the map evolves throughout the duration of each round, and provide both Attackers and Defenders with new options when playing in key areas.
We have also introduced new areas onto the map, by adding a Forward Operating Base into the park, with a second command post added close to the Tower. The Data Center has similarly received multiple passes from the teams to help ensure that there are more cover points, and new war torn looks to certain areas that help make the map more faithful to 2042’s setting.
We hope you will enjoy the new gameplay on this map, and we are looking forward to your feedback on how this updated version plays once you have tried it out.
As a reminder, Renewal is the next map we are reworking. That work is still ongoing, and the revised version will be available for play during Season 2.
Specialists - Style and Tone Updates
In this update, we are revising our art direction to ensure Specialists meet your Style and Tone expectations for our world of 2042. You will notice updated Specialist character models to better reflect the intense situations they have experienced.
Here are several examples of those updated models. We would love to hear your thoughts on the new Specialist looks once you have seen them in-game.
Another area of feedback we have heard from you is being able to view your in-game performance and stats. This feature will be in your hands in Update 1.2 through the introduction of the Player Profile.
Your Profile shows your current in-game progress and your performance stats since launch. View information such as your current Rank, XP required towards the next Rank and the associated unlocks, your top Masteries and the unlocks you are next closest to completing.
While on the Statistics screen, you can check out information such as your K/D Ratio, kills, deaths, assists, revives, accuracy, shots fired and much more.
We are excited for you to discover how you have been performing once the Player Profile is in your hands. And of course, we are looking forward to seeing those impressive K/D ratio screenshots coming our way.
Fixed an issue with Aim Assist that prevented Auto Tracking from working as intended for moving targets
A scroll menu has been added while viewing weapon attachments
Previewing skins while in a game will no longer show character feet clipping into the ground
Text in the Collection screen identifying Ranger's category is now easier to read
The Hide UI button in the Battle Pass screen no longer hides Player Card backgrounds or Tags
Rush - corresponding era-specific MCOM's have been added for all maps. The Bad Company 2 version also received visual improvements from its original look and feel
Fixed an issue where AI Soldiers driving tanks wouldn't move in the El Alamein: Axis Airfield map layout
Dozer will no longer regenerate explosive damage even when Soldier Health Regeneration is On
The call-in Vehicle Cooldown modifier now affects the window of time when a vehicle is destroyed and when it's available for use again
The call-in tablet now correctly displays when vehicles are unavailable due to limits being reached
AI Soldiers are now able to fly planes
Vehicle Superiority will now respect the ticket multiplier modifier
Vehicle Superiority ticket progress bar will now update based on max tickets remaining
A new separate Modifier has been added for enabling AI passenger seats
Quad Bike vehicles placed in the map now respond to ModBuilder Blocks
Resolved a Rules Editor teleporting issue on Exposure
The “Equals” Rules Editor block now supports Capture Point type
Disabled Capture Points will no longer impact the game, such as still having ticket bleed
Teleport now works in vehicle superiority game modes
Several new Rules Editor blocks have been added
Picking up Ammo Pouches should now always register when collecting them in quick succession
An incorrect status is no longer displayed while using insta-lock projectiles such as Sundance's Anti-Armor grenade
Fixed an issue where the player could use both IBA Armor Plates consecutively after placing Boris's SG-36 Sentry Gun or Irish's DCS Deployable Cover
The handle of the Anti-Tank Mine no longer floats while held when changing to it from the NTW-50
C5 no longer gets attached to the MV38-Condor when thrown from the passenger seat
The Insertion Beacon health bar and icon should now not be offset when it's placed on uneven terrain
The Repair Tool now starts cooling down immediately when stopping a repair
There is no longer an incorrect delay before the overheat progress starts
Smoke Grenade Launcher
The Smoke Grenade Launcher now shows the correct category tag in the Battle Pass
There is now a chance for a powerful AI Tank to appear which guards a significant number of Data Drives. It's marked on the map, so it's up to you if you want to try and get the sweet loot...
In-world icons have been adjusted to make it easier to read how many Data Drives are at each location
You are now able to pick up Gadgets dropped by Players and AI Soldiers
An issue has been resolved that prevented Ranger and vehicle call-in items from being used after picking up the required Uplink
Auto deploying a parachute should no longer deploy too late or cause fall damage
The camera will no longer clip in transition from 1P to 3P view while performing a takedown
Soldiers sometimes did not drop their weapons when dying in a vehicle. This has been resolved
Made changes to areas where explosion damage would still reach out of range soldiers
Fixed an issue where melee attacks could cause physical issues on transition areas such as slopes
Fixed as bug where reviving and trying to melee didn't cancel the revive
Soldiers no longer clip into each other during takedown animations
Fixed an issue where downed animations were not played correctly if the player died before others players spawned in
Fixed an issue reviving an ally inside the elevator on Renewal wasn't possible
Added high quality animations for occluded soldier kill cams
Spawning on a player that is prone will ensure you are now also in prone stance
Prone behavior on steep slopes has been improved which should prevent instances of inaccurate dispersion while firing
You are now able to go prone while walking backwards
Player models would sometimes stick through walls while prone, which allowed them to be damaged. This should no longer happen
Stairs or slopes should no longer sometimes show vaulting animations
You should no longer sometimes see a stuttering animation when starting a slide
Visuals for soldiers and vehicles popping into player view after being hidden has been made smoother
Fixed an issue where the forward button had to be held for a short duration to enter ladders
Jumping should no longer get interrupted directly after vaulting
An issue has been resolved that prevented sliding immediately after climbing a ladder
Jumping during a slide should now always trigger correctly
We felt that Paik’s EMG-X Scanner was not consistently worth using as an offensive tool as it caused her to become spotted, and thus vulnerable. We therefore removed this self-spotting effect, and slightly increased the spot duration of scanned enemies to make the Scanner more reliable for use.
Increased the spot duration while using the EMG-X Scanner from 0.5 -> 0.85s
Paik is no longer spotted when using the EMG-X Scanner
Rao's Hack effect should no longer last when in the passenger seat of a vehicle
Rao's hacking animation should no longer sometimes get stuck
Rao's hacking now properly goes through some penetrable or see through objects, while before it didn't always do that
Resolved discrepancies with Sundance Grenade Icons
Sundance's Wingsuit audio should no longer continue playing when entering a vehicle
You should now be able to perform takedown while inside bushes
Angel’s Loadout Crate should no longer block ladders
The OV-P Recon Drone is now always destroyed when hit by air vehicles
Bashing with Dozer’s SOB-8 Ballistic Shield should now always follow the enemy soldier
The camera should no longer clip through structures when attacking with Dozer's SOB-8 Ballistic Shield
Ammo Crates and Medical Crates can no longer go through Irish's DCS Deployable Cover
Fixed an issue where hitting the back of a T90 MBT with Lis' G-84 TGM would deal 1% damage
Fixed issues with aircraft HUD disappearing when shooting and reloading the G-84 TGM from a passenger seat
G-84 TGM camera missile visuals now properly interact with the sandstorm on Hourglass
Lis's animations should no longer sometimes clip during End of Round
Reduced the brightness for Lis's Armor Hunter trait
Added support for Aim Based Icons Opacity. This new feature allows the opacity of icons to be adjusted based on how close or how far they are from the center of the screen. Icons at the center of the screen will be more transparent, whereas icons at the edge of the screen will be more opaque.
This feature aims to prevent icons from blocking the visibility of enemy targets that you are aiming at. It is active at all times with greater effect when zoomed (very low opacity when the icon is in the center). Enemy player icons' opacity are not affected by this feature.
Added options to customize the area of the screen where the opacity is affected as well as the transparency in the periphery of the area or at the center of the screen when zoomed and not zoomed. The option can be found under DIsplay > HUD Icons."
Added a new HUD option called "Horizontal HUD Padding" which allows adjusting how far off the left and right side the HUD is positioned. When set to 0, elements such as the minimap and the inventory will be positioned at the edges of the screen. When set to 100, those elements will be close to the center. This option can be found under Display > HUD General
Improved readability of nearby grenade threats through an updated grenade warning indicator icon. Animation, size and opacity scaling over distances adjustments have been made to ensure it's easier to see the warning when the grenade isn't in the player's view
In-world health bars, icons and names should now always be visible on unoccupied and friendly vehicles
Fixed issues with distance not being visible on location, danger and objective pings when these icons are sticking to edge of screen
Adjusted helicopter rotor transparency in 1P view to reduce potential photosensitivity risks.
Ammo counters and the actual replenish time are now fully synced properly on vehicle weapon pods.
Fixed an issue that was causing the MV38-Condor to not take off while in flight mode
Fixed an issue where the reload timer on missiles would stay on screen after switching weapons.
The spark element for miniguns has been adapted to light level so it doesn't block player view while in low-light environments
A Minigun/20mm shell eject effect has been added for the MD540 Nightbird
Added 25mm shell eject effects for aircraft Anti-Aircraft weapon
Collision damage has been updated for light vs heavy air vehicles. This does not mean the vehicles are immediately destroyed while colliding, but they will take more damage than before
50mm Air Cannon Pod (Condor / Hind)
We felt the offensive capabilities from the MV-38 Condor and Mi-240 Super Hind against infantry were still too strong. We are adjusting their 50mm Cannon to help further limit their impact on infantry, and to put more focus on these helicopters being intended as a means of transport.
Ammo count reduced from 12 to 8
Blast radius reduced from 5 -> 3.5m
Replenish time increased from 3.5 -> 6s
We are adjusting the EBAA WILDCAT’s anti-air capabilities to ensure these weapons are more effective in their intended use of dealing with air vehicles.
Anti-Aircraft Missiles - Damage increased from 130 -> 210. This means it's now a 2-hit kill against the Nightbird and Jets, and will leave Attack Helicopters at critical HP.
Anti-Aircraft Missiles lock on range increased from 400 -> 600m
Dual 30mm AA Cannons minimum damage has been removed. It now always does the same damage at all ranges
Dual 30mm AA Cannons now do slightly more damage against Jets and all Helicopters
RAH-68 Huron / YG-99 Hannibal
We felt the Stealth Helicopter 30mm Cannon Pods were too powerful against infantry because they could be fired for extended periods of time and leaving little opportunity for infantry to retaliate. We have therefore increased the overheat speed for these Cannons to limit their impact on infantry.
Increased overheat of the 30mm Cannon Pods on the RAH-68 Huron and YG-99 Hannibal
The wrong keybind is no longer being displayed for the Equipment Slot in the Gunner seat for RAH-68 Huron and YG-99 Hannibal
Adjusted entry icon position on the YG-99 Hannibal/ RAH-68 Huron
Fixed an issue where Shotguns were dealing damage up to 300m. They no longer deal damage above 200m.
For those fired upon from distances with a shotgun, it means less instances of falsely giving you feedback that you might be in danger. For shotgun wielders, it should no longer mistakenly give you the indication that you could effectively eliminate your target from such distances
The Incendiary Grenade launcher no longer one shots enemies
Reduced the peripheral blur around weapon scopes when zoomed in to aid with general visibility
M5A3 barrel is no longer visible through some scopes
BKS Scope no longer clips with camera in NTW-50
Ghostmaker R10 barrel is no longer visible through certain scopes
A number of scopes have been updated to ensure a larger playable area is visible when Aiming Down Sights
Tweaked shell eject effects so that the shell casings aren't visible when ADSing with the PSO-1 scope
Fixed an issue that was breaking scope visuals on the BKS 8X and SDB 10X when certain underbarrels were equipped
The Target 8T 1.25-4.5X scope is no longer missing its "Toggle Optic" label
Buckshot Shell's default magazine now has the correct magazine size icon
The MP28 default red-dot sight is now using the correct icon
Fixed an issue that was causing incorrect visuals to be displayed through scopes with some skins
Full Auto mode on the BSV-M no longer provides Recoil Compensation and instead gives a 15% Dispersion Penalty
Adjusted the BSV-M High Power Magazine damage dropoff to begin at 50m instead of 100m
Fixed an issue where the BSV-M would not get reduced recoil while using the bipod
Fixed an issue where the BSV-M magazine size in the HUD did not match the one equipped on the weapon
Reduced K30 ammo type damage for Subsonic, Standard Issue and High-Power rounds
Subsonic, 0-10m - 22 dmg > 18 dmg
Subsonic, 30-40m - 18 dmg > 15 dmg
Standard Issue, 0-10m - 22 dmg > 18 dmg
High-Power, 0-10m - 22 dmg > 18 dmg
Reduced the M5A3 Close Combat rounds damage
0-20m - 22 -> 18 damage
Reduced the MP9 Close Combat rounds damage
0-5m - 28 -> 22 damage
30-40m - 22 -> 18 damage
Reduced the size of the Masterkey's attachment crosshairs
Players would take damage from the initial impact of the 40mm Incendiary launcher, but not the fire itself. Players will now burn as expected
Firing an underbarrel now also spots you on the minimap
Fixed a broken animation that would sometimes play when triggering an underbarrel attachment while being in the Plus Menu
An underbarrel icon will now be displayed while ADSing in Launcher/Masterkey mode
Added missing Default underbarrel to the Hazard Zone M5A3
Fire Mode UI icon is now present while using underbarrel attachments
Fire Mode Key bind is no longer present while using underbarrel attachments
Last edited by Megaman : Aug 2, 2022 at 10:10 PM.