Permalänk

Också besviken

Köpte det till PC i fredags via Elgiganten. Skulle valt Origin istället, så att man kunde lämnat tillbaka det.

Körde i 20 min, sååå besviken. Kändes som ett Xbox arcade spel

Permalänk
Medlem
Skrivet av Sötpotatis:

Köpte PS5-versionen från Elgiganten i och med deras rabatt på spelet. Har dock ej vågat öppna upp den ännu. Funderat på att returnera den, med tanke på all skit man hör om spelet. Är det värt 500kr bara för Portal-delen?

Jag hade inte sagt att det är värt det enbart för Portal (även det innehållsfattigt och buggigt), utan framför allt hade jag inte velat stötta DICE och EA. En sådan här katastrofal produkt skall de inte ha några pengar för, och jag hade inte gett någon rådet att köpa den. Även om man säkert kan ha kul i spelet emellanåt så finns det aldrig skäl för att acceptera något som släpps i det här skicket, och med så litet innehåll.

Visa signatur

De (tredje person, plural, subjektsform).
Dem (tredje person, plural, objektsform).
Vi (första person, plural, subjektsform).
Oss (första person, plural, objektsform).

Permalänk
Skrivet av Arditi:

Jag hade inte sagt att det är värt det enbart för Portal (även det innehållsfattigt och buggigt), utan framför allt hade jag inte velat stötta DICE och EA. En sådan här katastrofal produkt skall de inte ha några pengar för, och jag hade inte gett någon rådet att köpa den. Även om man säkert kan ha kul i spelet emellanåt så finns det aldrig skäl för att acceptera något som släpps i det här skicket, och med så litet innehåll.

Trodde aldrig att DICE kunde sjunka så här lågt. Yes, BF4 hade stora problem vid lansering (likaså BFV). Då var det dock tydligt att det var ett spel ur BF-serien, det här känns som något annat. Nu har jag ej spelat något sen betan, men då kändes det absolut inte som ett riktigt BF-spel. Har då själv spelat alla BF-spel, exklusive Hardline, sedan BF1942.

Ej kunnat ana att en CoD-release skulle vara hundra gånger bättre än något ur BF-serien. Vilken tur att jag har Vanguard att underhålla mig med (som faktiskt är ok och underhållande, även om det också fått kritik).

Visa signatur

| Retina iMac - 2014 | Intel Core i7 Quad Core - 4,0 GHz | 32GB RAM (Crucial Ballistix Sport 1866 MHz SODIMM) | AMD Radeon R9 M295X 4GB GDDR5 | 1TB SSD | LaCie D2 Thunderbolt 4TB | ASUS BW-12D1S-U (Blu-ray-brännare) | Apple Time Capsule 3TB | Denon DA-300USB (DAC) | Denon AH-D7000 | Logitech Z2300 (2.1) |

Permalänk
Medlem
Skrivet av Sötpotatis:

Köpte PS5-versionen från Elgiganten i och med deras rabatt på spelet. Har dock ej vågat öppna upp den ännu. Funderat på att returnera den, med tanke på all skit man hör om spelet. Är det värt 500kr bara för Portal-delen?

Beror helt på.

Jag har jätteroligt. Visst är spelet väldigt buggigt på sina ställen och det kan tyckas lite tunt innehåll innan battle passen rullar igång. Men inget av detta fråntar hur roligt jag har. "Battlefield moments" händer oftare än nånsin och rolighetsfaktorn är väldigt hög. Klart roligaste FPS-spelet på marknaden. Jag är inget fan av CoD alls och är sjukt trött på alla battle royales så detta är verkligen en frisk fläkt.

Men visst det är många som sveps med av mob mentality just nu. Det är väldigt populärt att hata på BF2042. Gnällfisar om du frågar mig.

Efter ett par patcher med lite bug fixes och med battle pass så kommer jag vara ruskigt nöjd i många år skulle jag tro. Portal är tokigt bra. Det har redan poppat upp så sjukt många roliga och kreativa upplevelser där. Man kan sitta en hel dag och testa tokigheter som folk hittat på, det är grymt.

Visa signatur

CPU: AMD Ryzen 7 5800X3D | GPU: PowerColor RX 6800 Red Dragon 16GB | MB: Asrock B550m Pro4 | RAM: 32GB Kingston Fury Beast 3600mhz CL18 | SSD: Corsair Force MP510B 480GB - 2x Kingston A400 480GB | PSU: Fractal Ion Gold 750W | DSP: Acer 27" Nitro XV272UV QHD IPS 170 Hz | CH: Fractal Design Meshify Mini C | M: Steelseries Aerox 5 Wireless | TB: Logitech G413

Permalänk
Medlem
Permalänk
Skrivet av TaunyTiger:

@blackis
Tveksamt! Jag själv körde 4000mhz, men ställt ner minnet nu pga instabilitet i BF2042, testade aldrig 1,5v iofs men körts stabilt i 1,47v i ramtest och spel innan BF2042. Sänkte till 3600mhz cl16 nu. Men får ut bra fps.

Antagligen är det min FCLK som inte är stabil vid 2000mhz, därav krasherna. Skärmen bara svartnar och datorn starta om, och efter återställning till 3600mhz/1800mhz fclk så har de fungerat felfritt.

Du har zen 3 vilket är mer viktigt med timings han kör 10900k som vill ha hög frekvens på minnena.

Permalänk
Avstängd
Skrivet av Raynstorm:

Beror helt på.

Jag har jätteroligt. Visst är spelet väldigt buggigt på sina ställen och det kan tyckas lite tunt innehåll innan battle passen rullar igång. Men inget av detta fråntar hur roligt jag har. "Battlefield moments" händer oftare än nånsin och rolighetsfaktorn är väldigt hög. Klart roligaste FPS-spelet på marknaden. Jag är inget fan av CoD alls och är sjukt trött på alla battle royales så detta är verkligen en frisk fläkt.

Men visst det är många som sveps med av mob mentality just nu. Det är väldigt populärt att hata på BF2042. Gnällfisar om du frågar mig.

Efter ett par patcher med lite bug fixes och med battle pass så kommer jag vara ruskigt nöjd i många år skulle jag tro. Portal är tokigt bra. Det har redan poppat upp så sjukt många roliga och kreativa upplevelser där. Man kan sitta en hel dag och testa tokigheter som folk hittat på, det är grymt.

Instämmer att gnället är halvt obefogat.

Tycker också det är riktigt roligt, även om det kanske inte är lika bra som BF4 (men det är ju inte release-day-BF4 man pratar om då)

Visa signatur

Mr. Scriptman

Permalänk
Medlem

Har DICE kommenterat haveriet än? Man borde kunna kräva en offentlig kommentar.

Visa signatur

Windows 10 | AMD Ryzen 9 5900x | RTX 3070 8 gb | 32 GB RAM | 720 GB SSD | 1 TB HDD

Permalänk
Medlem

@Lagerlöf - Påpekandet av spelets många brister är alltså "gnäll"? Vilken halva av detta jämrande är då obefogat, enligt dig?

@lolflakes - Nej, det är locket på som gäller än så länge. De kan inte kommentera, och därmed erkänna, problemen under lanseringstiden när folk fortfarande köper "Battlefield" 2042.

Visa signatur

De (tredje person, plural, subjektsform).
Dem (tredje person, plural, objektsform).
Vi (första person, plural, subjektsform).
Oss (första person, plural, objektsform).

Permalänk
Medlem

Jag är intygad om att 2042 är det bästa som kunde hända BF i sin helhet. Nästan alla tidigare BF under samma tak, personligen saknar jag främst 2142 för portal.

Men "all out war" är i det närmaste ospelbart för mig i nuvarande optimeringen. Min GPU chillar på 40-60% usage i load medans CPU svettas i 70-90% vilket bjussar mig på 50-70 fps när jag INTE är i en eldstrid, då dumpas fps till 30-40. I portal har jag stabila ca 70fps med GPU som tuffar mellan 70-80% usage så bara där är det en ordentlig förbättring.

Jag har experimenterat mellan ultra - allt low och off utan att det gör någon nämnvärd skillnad i fps.

Jag har läst i ett annat forum att devs är medvetna om problemet och jobbar på en lösning i dom två kommande patcharna.

Visa signatur

AMD Ryzen 5 5600X | ASUS GeForce RTX 2080 8GB DUAL OC | Corsair Vengeance LPX Black 16GB (2x8GB) / 3200MHz | MSI B450 TOMAHAWK - ATX / B450 | Fractal Design Define C - Svart | Corsair RM750X V2 750W 80+ Gold | Noctua NH-D15 |

Permalänk
Medlem

Har inte lirat BF sedan nr 4, men jag har riktigt skoj med detta. Passar mig bra med lite kaos då jag allt som oftast inte lirar med några irl. För min del flyter spelet på perfekt. Skiljet verkar gå mitt emellan 1080p och 1440p för cpu eller gpu bound. I 1440p är jag tokbunden till mitt 2080ti, men ändrar jag till 1080p räcker inte min 9900k till, trots vettig oc på minne. I sig är det ett lyxproblem, men om man vill spela in i 1440p i OBS så får man problem så det håller om det. OBS vill som känt ha 5-6% gpu till själva renderingen, och det är inte möjligt för min dator att komma under 96% gpu i 1440p. Så det blir till att damma av den andra pc'n och köra dual. I nuvarande form är det nästan så det krävs ett 3080ti i 1440p om man vill ha det lite snyggt och om man vill spela in.

Men det är klart. Speciellt optimerat är det inte. Kan gå från low till ultra i 1440p och tappa kanske 25 fps. Low ger 165'ish, medans Ultra ger 140'ish. Har sällan eller aldrig någon dropp. har sett det två gånger ned till 85 fps, men bara för en halv sekund, om ens det. Slår jag på DLSS ger det en hög med input lag så det var ingen trevlig upplevelse. Kommer garanterat en hög med stora uppdateringar framöver. BF4 var ju lika "tragiskt" ett helt år vill jag minnas. Men det blev ju rätt så bra till slut.

Visa signatur

14900KF--Apex Encore--RTX 4090--G.Skill 2x24GB DDR5-8000--Dynamic Evo XL
12900K--RTX 2080Ti--Gigabyte Z690 Aorus Master--4X16GB DDR5 6000
Ljud: Lewitt Connect 6--Shure SM7B
Skärmar: Neo G8 4K 240hz--Huawei 3440x1440 165hz

Permalänk
Medlem

Finns ju alltid en gradskillnad mellan konstruktiv kritik och sånt som uppenbart mest handlar om att kasta e-dynga. "Menyerna är röriga, sämsta skitspelet någonsin i universum" osv.

Permalänk
Medlem

Översikt över de första patcherna:

BATTLEFIELD BRIEFING - LAUNCH UPDATE & THE ROAD AHEAD
No-Pats,

It’s only a few days past our global launch, and there are already millions of you playing Battlefield 2042. We’re happy to see so many of you back on the battlefield - almost twice as many at this point as our last release. So first, thank you to all of you - how you’re playing and what you’re creating in the game is amazing and beyond our expectations. We’re also listening closely to your feedback which is helping to shape updates to come.

We couldn’t be more passionate about this game and will be supporting and evolving it for years to come. We have confirmed at least two major game updates in the coming weeks, and we'll be here communicating consistently about the changes we are making, as well as new content coming to Battlefield 2042.The teams across the globe are working 24/7 to evolve and deliver improvements to the game. Since launch we’ve made a number of service updates that have improved server performance as well as the vaulting and restoration of content not performing in line with our designs.

We also want to give you the assurance that we’re carefully evaluating your desire to see legacy features return. End-of-match Scoreboard, Server Browser, and features like Voice Chat are big topics for us to cover all at once, and we have plenty we want to say around them. We’ll come back to you when we have things that we can show to you, including details about our long-term vision for certain features and functions.

Now, let’s focus on what is coming. We’ll be delivering Update #2 for the game on Thursday, November 25, followed by a further, substantial Update #3 in early December. We are also working on another update that we are looking to deploy in advance of the Holidays too. In addition to the updates that are coming, we’ll also be sharing more about Season 1 in early 2022.

For the latest on these updates and further developments, we’ll continue to provide updates through Battlefield Direct Communication on Twitter straight from the Development and Community teams.

Here’s what we’ve identified as our areas of focus for the upcoming updates:

Performance and Server Stability

There are two issues we’re tracking relative to performance: Server Side and hardware-related issues on the Client Side.

Servers - We are largely seeing our services perform at our intended target levels, following numerous backend changes since launch. Stability of the game has continued to be strong from launch. However, there are still some critical issues that you may experience when playing on servers that we are keen to resolve quickly.

In very rare instances we’re seeing that our servers aren’t correctly registering hitmarkers. While hard to reproduce (thank you to everyone for sending in clips and screenshots), we’re actively working hard to identify what could be causing this issue, and to develop fixes.

We’re also seeing that on rare occasions that you’re unable to spawn on the server with your intended loadout. We believe we’ve discovered the issue and it will be fixed in our Update #2 on November 25.

Following the fixes that we’ve already released, we’re seeing significantly reduced instances of this, but please help to report any encounters you have with this problem. As a precaution, we have added a new safety feature in our next update which ensures you’ll always directly respawn after 30 seconds have elapsed.

We are also continuing to investigate servers for Breakthrough specifically. We monitor for these servers live, and work to shut them down where we see them spin up incorrectly and don’t engage the start of round flow properly.

Hardware - On console, we have tracked and worked with Microsoft to ensure that a critical system update was rolled out to prevent instances of the system performing a power cycle during gameplay. This update went live for Xbox Series X/S players last Thursday, and became a mandatory system update this week. We’re confident that this has resolved this issue, and are continuing to monitor for any further issues on that front.

For all of you playing on PCs, we want to acknowledge that many of you are finding that performance of the game is presently CPU bound, and not enough of you who are fortunate enough to enjoy high end GPUs and CPUs are seeing the benefit of consistent, high frame rates. Identifying engine level optimisations and developing solutions will require a lengthier response time from us so that it gets done right. Short term, we’ll be doing all we can to help offer performance improvements that reduce the load, and up your frame rates where possible. We’ll keep you updated on our work through our Battlefield channels.

Gunplay and Balance

Satisfying gunplay is at the core of Battlefield, and there are a few aspects of this we want to help address upfront.

Shortly after launch, many of you who play on PC helped to highlight an odd inconsistency with the behaviour of aiming, relative to your mouse sensitivity settings. We have done a great deal of investigation around this and have been able to validate that some settings are not properly applying. We have developed a fix for this and we’re targeting the third upcoming Update for this.

On console, we’ve been performing similar investigations around the consistency of Aim Assist. We’re aware of the issues that you’ve helped to raise on this front, and wanted to volunteer that it’s not consistently behaving in line with our designs. We’re on it, and will keep you updated.

More generally, we also wanted to provide you with an update, and response around the various gunplay conversations that we’ve seen take place since the game went live.

Spread (or as some may call it, ‘bloom’ or ‘deviation’) is a term you may have come across if you’ve engaged with this conversation. It refers to the angle by which your bullet may deviate from where you are currently aiming at. We have observed that on many weapons, predominantly on Assault Rifles like the AK-24, the spread tends to be too high, especially when moving while zoomed which causes problematic engagements in the average combat distances of our maps. Weapons miss more often than they really should which makes for an unsatisfying experience and can feel unfair when you have done all you could to nicely align your shots. We have made a series of adjustments to many of the weapons that aim to greatly reduce the impact of spread on the shooting experience.

In other words, after those changes, a well lined-up shot will be hitting its target within the designed engagement range of the weapon. These changes will roll out over the upcoming updates:

Update #2:

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 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

Update #3

Fixed an issue where spread would be too high when trying to fire while zoomed right after sprinting for some Portal weapons.
Reduced effectiveness of the NTW-50 against vehicles.
We have a detailed first look at more of the changes coming more generally in Update 3 listed later in this blog.

On the topic of balance, we’ll always benefit from having live data based on your real world behaviours with the final game. Since the very first day we set the servers live, we’ve been paying close attention to the performance of certain weapons, vehicles, and gadgets to make sure that they were behaving in line with our designs. Naturally your progression, map knowledge acquisition, and understanding of our rock paper scissors evolves over time, and helps to show the best possible picture of what’s performing as expected, and what’s operating as outliers.

You’ve seen us behave reactively around this area. In Battlefield 2042, we have more options to us than previous titles. We’re able to take things out of the game without requiring a game update, make some changes, and reintroduce it.

Our current focus is also around the behaviour of vehicles. Since the game went live, we saw the Hovercraft become a fan favorite given its high durability and effectiveness in combat. We designed this vehicle to behave as an alternative to the LATV4, but not as an upgrade. In Thursday’s Update #2, we have balanced the health of this vehicle to bring it more in line with its design, and made sure that its weaponry is appropriately effective.

We’ve also performed a similar review of the Nightbird’s 20mm Cannons which were generating excessive splash damage. This will be adjusted in Update #2, and we’re continuing to monitor the behaviour of Vehicle Unlocks in case it's observed that we need to make further changes.

Solo/Co-Op and Custom Portal Experience Progression

We designed Battlefield 2042 to enable players to progress uniformly across the experience. Shortly after the release of the game, we observed a significant imbalance in the earn rates for experience (XP), particularly in Battlefield Portal where players created servers designed specifically to farm XP. Unfortunately, the limiters we had put in place were not working as intended. In order to maintain balance across the game, we temporarily disabled progression across Solo, Co-Op, and in Custom Portal Experiences.

This past weekend we were able to reintroduce those caps and developed smarter XP and progression caps that have allowed us to re-enable XP earned via Portal Custom Experiences.

We will continue to monitor for XP Farm Servers and take appropriate actions to remove them from the pool when needed.

The above are the issues that you’ve helped to highlight to us as most impactful to your experience whilst playing the game. We’re tracking all of our known issues over on the Battlefield Forums, and we’re grateful that you’re taking the time to share your feedback with us.

What’s being addressed in our next two updates?

On Thursday, we’re releasing Update #2. As shared last week via Battlefield Direct Communication on Twitter, we’re making the following changes:

Improved Soldier Revives, addressing ‘unable to revive when a Soldier dies close to an object, or wall’.
A respawn protection system that will help to prevent any extraneous 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, available 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 above.
Dispersion has been reduced for all weapons except Shotguns, which results in more consistent bullet spread during gameplay.
There are a handful more critical changes that we’re making alongside this update, which we’ll detail in full in our Update Notes on November 24.

With Update #3 arriving early December, we’ll be delivering our biggest update since launch, with significantly more fixes, changes, and more importantly, Quality of Life enhancements due to arrive in the game. Here’s just a snapshot of what you should expect to see within it:

Fixes, Changes and Improvements

User Interface:
Improved the collection screens making them easier to use and clear as to what you’re interacting with
Improved the ways in which you’re able to manage your attachments via the collection screen to reduce the number of interactions you need to have when building your loadouts
Enhancements to our Player 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 Menu
Improved Report a Player flows, specifically around toxicity and cheating reports

Matchmaking & Friends:
Improved the experience between EOR and the Main Menu
Improved Matchmaking reliability and reduced instances of Matchmaking failed
Improved Crossplay invite flows
Fixed Rich presence update issues, ensuring that your friends are better able to track where you 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 set challenges that reward cosmetic unlocks.
Added 1st match bonus of 1000 HZC for HZ
Fixed an issue that was not properly awarding XP for Angel resupplies
Improved overall XP/Rank tracking and reliability
Improved Mastery rank tracking
Improved reliability of Player card tracking

Rendering:
Addressed a variety of visual flickering and stuttering issues
Improvements to water rendering when Aiming Down 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 individual fixes, small changes, and improvements across all of our Maps
Improved level geometry issues across all levels addressing issues such players getting snagged or trapped
Resolved multiple spawning issues
Visual glitches such as lens flare, visible seams in skydome
Resolved a large number of collision and placement issues
Addressed issues affecting local audio placement in multiple Maps

Battlefield Portal:
Builder additions
Rush game mode layouts for all 2042 All-Out Warfare maps (through Portal)
New official Vehicle Team Deathmatch template
New official Team & FFA Gun Master templates
New official Infection template
Rules Editor - Added the ability to detect 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 menu
A series of visual, audio, and gameplay improvements to weapons, vehicles, and gadgets

Battlefield Hazard Zone:
Improvements to visual presentation of Hazard Zone currency system in Front End
Added an animation and audio cue when the player's Remaining Balance changes in the Hazard Zone lobby
Modified Squad and Player Screen in Hazard Zone to only show your squad
Modified Scoreboard to no longer show players connected in Hazard Zone to elevate tension experienced
Improved extraction zone smoke visibility
Added additional flares to extraction point offering players better visibility of extraction area, as well as providing additional cover
Added variation in Hazard Zone to preplaced intel locations. Initial Data Capsules now have a chance to contain several data drives
Resolved an issue with persistent scoring in Hazard Zone
Improvements to the Intel Scanner’s accuracy and enemy identification
Resolved an issue where two teams could extract simultaneously in Hazard Zone
Resolved inconsistency in warning to alert players that they’re being scanned in Hazard Zone
Resolved capacity issues with intel collection in Hazard Zone
Made it easier to interact with intel pick-ups
Added distance read-out for next extraction point in Hazard Zone
Improved Hazard Zone end-of-round camera placement

Conquest:
Tuned information spamming in Conquest, reducing the amount of messages that appear in the world log. In particular we reduced messages about flag state changes so that they’re not as distracting

Breakthrough:
Tuned capture times for Breakthrough
Improved out of bounds defender spawning in Breakthrough to ensure that you’re able to more consistently spawn in safety
Improvements to Breakthrough’s UI to enable you to better track round progress in the form of a Game Mode Widget.
The Game Mode Widget is also visible inside the Scoreboard (displaying only when playing Breakthrough, and also on Rush) to put emphasis on sectors and attackers reinforcements
Elapsed time is now added and trackable in both the Scoreboard & Deploy Screen.
Added a pulsating effect 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 Rush and Breakthrough

General:
A fix for missing loadouts, sometimes seen when first loading into a server and seeing blank boxes on the deploy screen
Modified Recent Players screen to include everyone from previous match to allow for easier user reporting
Improved interaction point system. Switched the default "INTERACT" text on multiple interactions to reflect the action you are about to do, 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 fly-bys during insertion
Improvements to address an issue where players killed in vehicles would fall beneath level geometry
Improvements to streaming assets in deploy screen presentation

Dynamic World Improvements:
Addressed issues for VFX affecting late-joiners
Made improvements to correctly align the bridge behavior on Kaleidoscope for late joiners to the match
Made improvements to correctly align 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 interact prompts
Tornado and smoke visual effect improvements
Resolved a large number of collision issues with large scale animation events
Improved location-based sandstorm audio experience
Improvements to destruction audio
Adjusted the timing for automatic doors

Vehicles:
Fixed issue where missile countermeasures sometimes didn’t work, causing missiles to not blow up and instead reacquire the same target
Made exit position from vehicles more consistent
Made improvements to controller vibration for vehicles
Fixed an issue where the Nightbird’s rockets hitting the ground can appear frozen
Fixed an issue where a player driving the Hovercraft can not be shot through the front window
Added an option to have vehicle boost as toggle or hold
Fixed an issue where vehicles took double damage when getting hit through glass
Improved TOW Missile Projectiles flying behavior
Balanced Nightbird minigun spread buildup and convergence
Removed blast impulse on Attack Helicopters Anti Vehicle Rocket which caused nudging of vehicles on hit
Fixed the F-35E Panther repair system ability missing from customisation
Fixed instances where vehicles sometimes would become stuck on world geometry
Gadgets no longer pause their cooldown when the player enters a vehicle
Fixed an issue when a player dies in a vehicle which allowed for the camera to go underground

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 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
Fixed an issue where spread would be too high when trying to fire while zoomed right 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 issue 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 can revive you within 50m when downed
Added a UI list that shows incoming revivers when downed and pinged by 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 head indicating that they can 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 effort to reduce icons cluttering the screen
Time before revive completion is now visible for the downed player when being revived
Fixed an issue where friendly player icons would sometimes not be hidden when behind walls causing a lot of icons to be constantly visible on screen.
Fixed an issue where friendly soldiers are missing their blue UI icons when a player is in a downed state
Fixed an issue where some player names don't show when looking at multiple Soldiers/Vehicles that are next to each other
Changed the visibility behavior of the fire mode icon in the HUD. By default, the fire mode icon is now visible if it is currently possible to change fire-mode. The behavior can be changed to allow the fire mode icon to always be visible (even if it’s not possible to change fire mode) or turned off. The option is called “Fire Mode Indicator” under “HUD” Options
Added an option that allows for the disabling of the button prompts visible in the HUD
Added message about which player healed you when getting healed by other players
Added message about which player shared ammo when getting ammo from other players
Fixed an issue where IFF markers on Squad Members do not change with colorblind option
Improved visibility of IFF marks over distances
Fixed an issue where IFF markers would not be visible when using low video settings

Bots:
Fixed issue where Bots sometimes didn’t revive players
Improved Bots helicopter handling
Improved Bots combat behaviors
Improved Bots gamemode behaviors

Audio:
Improved reliability of various ability sounds when offscreen, such as reiving, SOB-8 Ballistic Shield, flares, wingsuit, vehicle smoke discharges and system repairs
Switched lock-on warning sound with incoming missile warning sound
Improved weapon mix for enemies firing at the player
Generally tweaked content and mix for distant weapons, improving audibility at range
Preventing warning sounds and transmission sounds from continuing when a vehicle has low health

Specialists
Sundance: Grenade Belt
Fixed an issue where the Sundance’s Anti-Armor grenade could get stuck circling in air after the targeted vehicle deploys counter-measures or attempt to target another vehicle instead
Adjusted the behavior of Sundance’s splitter fragment grenades to bounce once before detonating
Angel: Loadout Crate
Players that require armor and can receive it now have a white outline around them to indicate that the magnetism will throw the armor to the outlined player.
When using the Loadout Crate, players can now scroll if more than 4 loadouts are available
Visual effects and polish on destruction and despawning of Loadout Crate
The cooldown for the resupply action on the Loadout Crate is now shared between Loadout Crates
Added a unique sound when picking up armor
Player can hold down the specialist ability button to self-apply armour
Loadout Crate can now no longer be called-in when underneath tall buildings
Added a hand gesture animation when placing the Loadout Crate
Irish: DCS Deployable Cover
Fixed an issue where the DCS Deployable Cover Minimap Icon was not displayed correctly
Improved reliability of the DCS Deployable Cover’s deployable placement allowing placement on more angled surfaces
Dozer: SOB-8 Ballistic Shield
Fixed an issue where the SOB-8 Ballistic Shield didn’t block bullets when inside an elevator.
Fixed an issue where Dozer would not be targeted by Boris's SG-36 Sentry Gun and AI ignoring the user while having a SOB-8 Ballistic Shield equipped.
Fixed an issue where players couldn’t enter vehicles while the SOB-8 Ballistic Shield was equipped
Fixed an issue where reviving is hard to perform while having the SOB-8 Ballistic Shield equipped
Fixed an issue where killing a player with the SOB-8 Ballistic Shield would also take the victim’s dogtag.
Fixed an issue where players were flung up in the air after being melee’d by Dozers with his shield equipped
Rao: Cyber Warfare Suite
Added a short grace period for Rao's Cyber Warfare Suite when something occludes the target being hacked. This will help most frequently when trying to hack vehicles that may be driving in front of trees
Paik: EMG-X Scanner
Added a sound effect for the victims being scanned by the EMG-X Scanner
The EMG-X Scanner should now be able to spot targets above or below Paik.
Disabled the usage of EMG-X Scanner while inside vehicles
Fixed the EMG-X Scanner’s “target found” audio effect not working for targets beyond 20m
Casper: OV-P Recon Drone
Fixed an issue where user is unable to deploy the OV-P Recon Drone while in a prone position
Improved the visibility of Enemy Recon Drones; they now have lights making them easier to see
Players now switch back to their previous weapon after exiting the OV-P Recon Drone
Updated OV-P Recon Drone EMP hint message to clarify that firing requires a lock on
Increased the range of the EMP on the OV-P Recon Drone
Fixed an issue where Casper’s OV-P Recon Drone is sometimes unable to lock onto enemy targets
Increased the OV-P Recon Drone’s movement speed
Increased the OV-P Recon Drone’s hitbox size to make it easier to hit.
Adjusted the “near drone” spotting distance
Adjusted size of the spotting area when controlling the drone’s camera view.
Boris: SG-36 Sentry Gun
The SG-36 Sentry Gun will now be destroyed when the owner dies instead of when the owner is downed
Fixed an issue where Boris’ SG-36 Sentry Gun would not be able to acquire targets that are near a vehicle
Sundance: Wingsuit
Fixed an issue where the repair tool crosshair was visible in the wingsuit when you entered the wingsuit whilst having the repair tool equipped
Fixed an issue when undeploying and then deploying the Wingsuit can cause 1p view while flying
Falck: S21 Syrette Pistol
Added Lock On and Lock Off sounds for S21 Syrette Pistol for when a target is designated by the magnetism of the S21 Syrette Pistol
Players that require health and can receive it now have a white outline around them to indicate that the magnetism will fire at the outlined target.
Added healing VFX for when you’re being healed by the S21 Syrette Pistol
Added sound feedback for when being healed by the S21 Syrette Pistol
Mackay: Grappling Hook
Fixed an issue where the Grappling Hook rope got misaligned in front of the gadget after changing FOV settings
Fixed the vault after the Grappling Hook animation where it could cause camera jerks or provide no animation at all

Gadgets

CG Recoilless M5
Fixed a bug where the CG Recoilless M5 would not lose its lock on to enemy air vehicles when locked on via SOFLAM Designator and the target deployed countermeasures

C5 Explosive
Fixed a bug where the C5 Explosive blast damage was sometimes inconsistent when trying to detonate the C5 Explosive on a moving vehicle
Fixed an issue where the C5 Explosive server and client positions were not correctly synced
Adjusted the deploy time of the C5 Explosive and reduced the delay before allowing it to be detonated to improve responsiveness.

SOFLAM Designator
Fixed an issue where the visual SOFLAM Designator UI elements are still present on the screen when switching to other gadgets while zoomed
Fixed the SOFLAM Designator’s tooltip text being misaligned

Anti-Tank Mine
Fixed an issue that caused Mines and other deployables to not trigger sound effects when deployed from inside a vehicle

Medical Crate and Supply Crate
Fixed issue where the Medical Crate healing cooldown was triggered when at Full HP.
Adjusted Medical and Supply crates' trajectory to align with the animation of the throw and address jitter
Improved responsiveness of Medical and Supply crates deployment. It is now possible to throw them a lot quicker after selecting them
Fixed an issue where the resupply animation would not play when resupplying gadgets from the Supply Crate

Smoke Grenade
Changed the detonation behavior of the Smoke Grenade; it will now bounce once before detonating
Fixed an issue where Smoke Grenades could be destroyed by bullets or explosions
Fixed an issue where the VO was not triggering when an enemy Specialists’ Smoke Grenade has been thrown

Frag Grenade
Ensured that the grenade warning icon does not draw under certain elements of the HUD like the minimap

Repair Tool
Fixed an issue where the Repair Tool can repair vehicles while not facing the vehicle.
Improved the Repair Tool so that it is quicker to equip and put away

Insertion Beacon
Fixed an issue where picking up an Insertion Beacon would not make any sounds.
EMP now blocks spawning on Insertion Beacons
Reduced the delay before the Insertion Beacon is placed after throwing it

FXM-33 AA Missile
The FXM-33 AA Missile reload sound effect will now appropriately fit the animation of reloading
Extended the animation of the FXM-33 AA Missile reload

Soldier
Fixed an issue where attempting to traversal sprint while swimming resulted in a broken swimming animation.
Fixed missing weapon deploy animation when transitioning from water to land.
Adjusted soldier animations when swimming.
Various visual adjustments and fixes for Specialists
Fixed issues where the soldier would sometimes not properly follow the ground when sliding
Fixed an issue where jumping would be buffered if holding jump when trying to stand up from crouch or prone pose
Reduced occurrences where Specialists can be seen with low quality animations in the distance
Adjusted the pose of the legs when falling to avoid legs blocking the view
Addressed issues where players prone on thin surfaces could be seen floating in the air. They will now tend to fall if the surface is not large enough.
Fixed an issue where it is not possible to look up and down enough while prone on a slope
Fixed an issue where character hands were not in contact with ladders when FOV was higher than default
Fixed an issue where you could turn and see your own headless 1P body while on ladders
Fixed an issue where the user was able to gain velocity by hopping on and off a ladder and hit melee
Fixed an issue where setting the “Always Traversal Sprint” Option would sometimes not allow the player to traversal sprint with the intended speed

Melee
Adjusted the timing of sound of takedowns on enemies being prone
Improved the speed in which the weapon switches when watching another player melee attack
Decreased the range in which you can melee a player
Fixed visual glitch when blending between ragdoll and settled state in a takedown animation
Fixed an issue where players sometimes got thrown up in the air while using melee
You can no longer perform a takedown on a soldier climbing a ladder
Added a fix that should allow the melee to nudge vehicles to get them to be unstuck.
Fix for takedowns on enemies lying prone not working from all angles
Fixed issue where the animation was misaligned while taking down an enemy that is prone on stairs
Fixed a camera bug for meleeing players while standing on a moving platform
As a team, we are so passionate about evolving the Battlefield 2042 experience for our players and rest assured, this is just the beginning!

We’ll see you soon, No-Pats.

Dold text
Visa signatur

CPU: AMD Ryzen 7 5800X3D | GPU: PowerColor RX 6800 Red Dragon 16GB | MB: Asrock B550m Pro4 | RAM: 32GB Kingston Fury Beast 3600mhz CL18 | SSD: Corsair Force MP510B 480GB - 2x Kingston A400 480GB | PSU: Fractal Ion Gold 750W | DSP: Acer 27" Nitro XV272UV QHD IPS 170 Hz | CH: Fractal Design Meshify Mini C | M: Steelseries Aerox 5 Wireless | TB: Logitech G413

Permalänk
Medlem
Skrivet av Raynstorm:

Översikt över de första patcherna:

BATTLEFIELD BRIEFING - LAUNCH UPDATE & THE ROAD AHEAD
No-Pats,

It’s only a few days past our global launch, and there are already millions of you playing Battlefield 2042. We’re happy to see so many of you back on the battlefield - almost twice as many at this point as our last release. So first, thank you to all of you - how you’re playing and what you’re creating in the game is amazing and beyond our expectations. We’re also listening closely to your feedback which is helping to shape updates to come.

We couldn’t be more passionate about this game and will be supporting and evolving it for years to come. We have confirmed at least two major game updates in the coming weeks, and we'll be here communicating consistently about the changes we are making, as well as new content coming to Battlefield 2042.The teams across the globe are working 24/7 to evolve and deliver improvements to the game. Since launch we’ve made a number of service updates that have improved server performance as well as the vaulting and restoration of content not performing in line with our designs.

We also want to give you the assurance that we’re carefully evaluating your desire to see legacy features return. End-of-match Scoreboard, Server Browser, and features like Voice Chat are big topics for us to cover all at once, and we have plenty we want to say around them. We’ll come back to you when we have things that we can show to you, including details about our long-term vision for certain features and functions.

Now, let’s focus on what is coming. We’ll be delivering Update #2 for the game on Thursday, November 25, followed by a further, substantial Update #3 in early December. We are also working on another update that we are looking to deploy in advance of the Holidays too. In addition to the updates that are coming, we’ll also be sharing more about Season 1 in early 2022.

For the latest on these updates and further developments, we’ll continue to provide updates through Battlefield Direct Communication on Twitter straight from the Development and Community teams.

Here’s what we’ve identified as our areas of focus for the upcoming updates:

Performance and Server Stability

There are two issues we’re tracking relative to performance: Server Side and hardware-related issues on the Client Side.

Servers - We are largely seeing our services perform at our intended target levels, following numerous backend changes since launch. Stability of the game has continued to be strong from launch. However, there are still some critical issues that you may experience when playing on servers that we are keen to resolve quickly.

In very rare instances we’re seeing that our servers aren’t correctly registering hitmarkers. While hard to reproduce (thank you to everyone for sending in clips and screenshots), we’re actively working hard to identify what could be causing this issue, and to develop fixes.

We’re also seeing that on rare occasions that you’re unable to spawn on the server with your intended loadout. We believe we’ve discovered the issue and it will be fixed in our Update #2 on November 25.

Following the fixes that we’ve already released, we’re seeing significantly reduced instances of this, but please help to report any encounters you have with this problem. As a precaution, we have added a new safety feature in our next update which ensures you’ll always directly respawn after 30 seconds have elapsed.

We are also continuing to investigate servers for Breakthrough specifically. We monitor for these servers live, and work to shut them down where we see them spin up incorrectly and don’t engage the start of round flow properly.

Hardware - On console, we have tracked and worked with Microsoft to ensure that a critical system update was rolled out to prevent instances of the system performing a power cycle during gameplay. This update went live for Xbox Series X/S players last Thursday, and became a mandatory system update this week. We’re confident that this has resolved this issue, and are continuing to monitor for any further issues on that front.

For all of you playing on PCs, we want to acknowledge that many of you are finding that performance of the game is presently CPU bound, and not enough of you who are fortunate enough to enjoy high end GPUs and CPUs are seeing the benefit of consistent, high frame rates. Identifying engine level optimisations and developing solutions will require a lengthier response time from us so that it gets done right. Short term, we’ll be doing all we can to help offer performance improvements that reduce the load, and up your frame rates where possible. We’ll keep you updated on our work through our Battlefield channels.

Gunplay and Balance

Satisfying gunplay is at the core of Battlefield, and there are a few aspects of this we want to help address upfront.

Shortly after launch, many of you who play on PC helped to highlight an odd inconsistency with the behaviour of aiming, relative to your mouse sensitivity settings. We have done a great deal of investigation around this and have been able to validate that some settings are not properly applying. We have developed a fix for this and we’re targeting the third upcoming Update for this.

On console, we’ve been performing similar investigations around the consistency of Aim Assist. We’re aware of the issues that you’ve helped to raise on this front, and wanted to volunteer that it’s not consistently behaving in line with our designs. We’re on it, and will keep you updated.

More generally, we also wanted to provide you with an update, and response around the various gunplay conversations that we’ve seen take place since the game went live.

Spread (or as some may call it, ‘bloom’ or ‘deviation’) is a term you may have come across if you’ve engaged with this conversation. It refers to the angle by which your bullet may deviate from where you are currently aiming at. We have observed that on many weapons, predominantly on Assault Rifles like the AK-24, the spread tends to be too high, especially when moving while zoomed which causes problematic engagements in the average combat distances of our maps. Weapons miss more often than they really should which makes for an unsatisfying experience and can feel unfair when you have done all you could to nicely align your shots. We have made a series of adjustments to many of the weapons that aim to greatly reduce the impact of spread on the shooting experience.

In other words, after those changes, a well lined-up shot will be hitting its target within the designed engagement range of the weapon. These changes will roll out over the upcoming updates:

Update #2:

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 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

Update #3

Fixed an issue where spread would be too high when trying to fire while zoomed right after sprinting for some Portal weapons.
Reduced effectiveness of the NTW-50 against vehicles.
We have a detailed first look at more of the changes coming more generally in Update 3 listed later in this blog.

On the topic of balance, we’ll always benefit from having live data based on your real world behaviours with the final game. Since the very first day we set the servers live, we’ve been paying close attention to the performance of certain weapons, vehicles, and gadgets to make sure that they were behaving in line with our designs. Naturally your progression, map knowledge acquisition, and understanding of our rock paper scissors evolves over time, and helps to show the best possible picture of what’s performing as expected, and what’s operating as outliers.

You’ve seen us behave reactively around this area. In Battlefield 2042, we have more options to us than previous titles. We’re able to take things out of the game without requiring a game update, make some changes, and reintroduce it.

Our current focus is also around the behaviour of vehicles. Since the game went live, we saw the Hovercraft become a fan favorite given its high durability and effectiveness in combat. We designed this vehicle to behave as an alternative to the LATV4, but not as an upgrade. In Thursday’s Update #2, we have balanced the health of this vehicle to bring it more in line with its design, and made sure that its weaponry is appropriately effective.

We’ve also performed a similar review of the Nightbird’s 20mm Cannons which were generating excessive splash damage. This will be adjusted in Update #2, and we’re continuing to monitor the behaviour of Vehicle Unlocks in case it's observed that we need to make further changes.

Solo/Co-Op and Custom Portal Experience Progression

We designed Battlefield 2042 to enable players to progress uniformly across the experience. Shortly after the release of the game, we observed a significant imbalance in the earn rates for experience (XP), particularly in Battlefield Portal where players created servers designed specifically to farm XP. Unfortunately, the limiters we had put in place were not working as intended. In order to maintain balance across the game, we temporarily disabled progression across Solo, Co-Op, and in Custom Portal Experiences.

This past weekend we were able to reintroduce those caps and developed smarter XP and progression caps that have allowed us to re-enable XP earned via Portal Custom Experiences.

We will continue to monitor for XP Farm Servers and take appropriate actions to remove them from the pool when needed.

The above are the issues that you’ve helped to highlight to us as most impactful to your experience whilst playing the game. We’re tracking all of our known issues over on the Battlefield Forums, and we’re grateful that you’re taking the time to share your feedback with us.

What’s being addressed in our next two updates?

On Thursday, we’re releasing Update #2. As shared last week via Battlefield Direct Communication on Twitter, we’re making the following changes:

Improved Soldier Revives, addressing ‘unable to revive when a Soldier dies close to an object, or wall’.
A respawn protection system that will help to prevent any extraneous 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, available 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 above.
Dispersion has been reduced for all weapons except Shotguns, which results in more consistent bullet spread during gameplay.
There are a handful more critical changes that we’re making alongside this update, which we’ll detail in full in our Update Notes on November 24.

With Update #3 arriving early December, we’ll be delivering our biggest update since launch, with significantly more fixes, changes, and more importantly, Quality of Life enhancements due to arrive in the game. Here’s just a snapshot of what you should expect to see within it:

Fixes, Changes and Improvements

User Interface:
Improved the collection screens making them easier to use and clear as to what you’re interacting with
Improved the ways in which you’re able to manage your attachments via the collection screen to reduce the number of interactions you need to have when building your loadouts
Enhancements to our Player 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 Menu
Improved Report a Player flows, specifically around toxicity and cheating reports

Matchmaking & Friends:
Improved the experience between EOR and the Main Menu
Improved Matchmaking reliability and reduced instances of Matchmaking failed
Improved Crossplay invite flows
Fixed Rich presence update issues, ensuring that your friends are better able to track where you 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 set challenges that reward cosmetic unlocks.
Added 1st match bonus of 1000 HZC for HZ
Fixed an issue that was not properly awarding XP for Angel resupplies
Improved overall XP/Rank tracking and reliability
Improved Mastery rank tracking
Improved reliability of Player card tracking

Rendering:
Addressed a variety of visual flickering and stuttering issues
Improvements to water rendering when Aiming Down 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 individual fixes, small changes, and improvements across all of our Maps
Improved level geometry issues across all levels addressing issues such players getting snagged or trapped
Resolved multiple spawning issues
Visual glitches such as lens flare, visible seams in skydome
Resolved a large number of collision and placement issues
Addressed issues affecting local audio placement in multiple Maps

Battlefield Portal:
Builder additions
Rush game mode layouts for all 2042 All-Out Warfare maps (through Portal)
New official Vehicle Team Deathmatch template
New official Team & FFA Gun Master templates
New official Infection template
Rules Editor - Added the ability to detect 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 menu
A series of visual, audio, and gameplay improvements to weapons, vehicles, and gadgets

Battlefield Hazard Zone:
Improvements to visual presentation of Hazard Zone currency system in Front End
Added an animation and audio cue when the player's Remaining Balance changes in the Hazard Zone lobby
Modified Squad and Player Screen in Hazard Zone to only show your squad
Modified Scoreboard to no longer show players connected in Hazard Zone to elevate tension experienced
Improved extraction zone smoke visibility
Added additional flares to extraction point offering players better visibility of extraction area, as well as providing additional cover
Added variation in Hazard Zone to preplaced intel locations. Initial Data Capsules now have a chance to contain several data drives
Resolved an issue with persistent scoring in Hazard Zone
Improvements to the Intel Scanner’s accuracy and enemy identification
Resolved an issue where two teams could extract simultaneously in Hazard Zone
Resolved inconsistency in warning to alert players that they’re being scanned in Hazard Zone
Resolved capacity issues with intel collection in Hazard Zone
Made it easier to interact with intel pick-ups
Added distance read-out for next extraction point in Hazard Zone
Improved Hazard Zone end-of-round camera placement

Conquest:
Tuned information spamming in Conquest, reducing the amount of messages that appear in the world log. In particular we reduced messages about flag state changes so that they’re not as distracting

Breakthrough:
Tuned capture times for Breakthrough
Improved out of bounds defender spawning in Breakthrough to ensure that you’re able to more consistently spawn in safety
Improvements to Breakthrough’s UI to enable you to better track round progress in the form of a Game Mode Widget.
The Game Mode Widget is also visible inside the Scoreboard (displaying only when playing Breakthrough, and also on Rush) to put emphasis on sectors and attackers reinforcements
Elapsed time is now added and trackable in both the Scoreboard & Deploy Screen.
Added a pulsating effect 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 Rush and Breakthrough

General:
A fix for missing loadouts, sometimes seen when first loading into a server and seeing blank boxes on the deploy screen
Modified Recent Players screen to include everyone from previous match to allow for easier user reporting
Improved interaction point system. Switched the default "INTERACT" text on multiple interactions to reflect the action you are about to do, 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 fly-bys during insertion
Improvements to address an issue where players killed in vehicles would fall beneath level geometry
Improvements to streaming assets in deploy screen presentation

Dynamic World Improvements:
Addressed issues for VFX affecting late-joiners
Made improvements to correctly align the bridge behavior on Kaleidoscope for late joiners to the match
Made improvements to correctly align 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 interact prompts
Tornado and smoke visual effect improvements
Resolved a large number of collision issues with large scale animation events
Improved location-based sandstorm audio experience
Improvements to destruction audio
Adjusted the timing for automatic doors

Vehicles:
Fixed issue where missile countermeasures sometimes didn’t work, causing missiles to not blow up and instead reacquire the same target
Made exit position from vehicles more consistent
Made improvements to controller vibration for vehicles
Fixed an issue where the Nightbird’s rockets hitting the ground can appear frozen
Fixed an issue where a player driving the Hovercraft can not be shot through the front window
Added an option to have vehicle boost as toggle or hold
Fixed an issue where vehicles took double damage when getting hit through glass
Improved TOW Missile Projectiles flying behavior
Balanced Nightbird minigun spread buildup and convergence
Removed blast impulse on Attack Helicopters Anti Vehicle Rocket which caused nudging of vehicles on hit
Fixed the F-35E Panther repair system ability missing from customisation
Fixed instances where vehicles sometimes would become stuck on world geometry
Gadgets no longer pause their cooldown when the player enters a vehicle
Fixed an issue when a player dies in a vehicle which allowed for the camera to go underground

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 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
Fixed an issue where spread would be too high when trying to fire while zoomed right 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 issue 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 can revive you within 50m when downed
Added a UI list that shows incoming revivers when downed and pinged by 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 head indicating that they can 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 effort to reduce icons cluttering the screen
Time before revive completion is now visible for the downed player when being revived
Fixed an issue where friendly player icons would sometimes not be hidden when behind walls causing a lot of icons to be constantly visible on screen.
Fixed an issue where friendly soldiers are missing their blue UI icons when a player is in a downed state
Fixed an issue where some player names don't show when looking at multiple Soldiers/Vehicles that are next to each other
Changed the visibility behavior of the fire mode icon in the HUD. By default, the fire mode icon is now visible if it is currently possible to change fire-mode. The behavior can be changed to allow the fire mode icon to always be visible (even if it’s not possible to change fire mode) or turned off. The option is called “Fire Mode Indicator” under “HUD” Options
Added an option that allows for the disabling of the button prompts visible in the HUD
Added message about which player healed you when getting healed by other players
Added message about which player shared ammo when getting ammo from other players
Fixed an issue where IFF markers on Squad Members do not change with colorblind option
Improved visibility of IFF marks over distances
Fixed an issue where IFF markers would not be visible when using low video settings

Bots:
Fixed issue where Bots sometimes didn’t revive players
Improved Bots helicopter handling
Improved Bots combat behaviors
Improved Bots gamemode behaviors

Audio:
Improved reliability of various ability sounds when offscreen, such as reiving, SOB-8 Ballistic Shield, flares, wingsuit, vehicle smoke discharges and system repairs
Switched lock-on warning sound with incoming missile warning sound
Improved weapon mix for enemies firing at the player
Generally tweaked content and mix for distant weapons, improving audibility at range
Preventing warning sounds and transmission sounds from continuing when a vehicle has low health

Specialists
Sundance: Grenade Belt
Fixed an issue where the Sundance’s Anti-Armor grenade could get stuck circling in air after the targeted vehicle deploys counter-measures or attempt to target another vehicle instead
Adjusted the behavior of Sundance’s splitter fragment grenades to bounce once before detonating
Angel: Loadout Crate
Players that require armor and can receive it now have a white outline around them to indicate that the magnetism will throw the armor to the outlined player.
When using the Loadout Crate, players can now scroll if more than 4 loadouts are available
Visual effects and polish on destruction and despawning of Loadout Crate
The cooldown for the resupply action on the Loadout Crate is now shared between Loadout Crates
Added a unique sound when picking up armor
Player can hold down the specialist ability button to self-apply armour
Loadout Crate can now no longer be called-in when underneath tall buildings
Added a hand gesture animation when placing the Loadout Crate
Irish: DCS Deployable Cover
Fixed an issue where the DCS Deployable Cover Minimap Icon was not displayed correctly
Improved reliability of the DCS Deployable Cover’s deployable placement allowing placement on more angled surfaces
Dozer: SOB-8 Ballistic Shield
Fixed an issue where the SOB-8 Ballistic Shield didn’t block bullets when inside an elevator.
Fixed an issue where Dozer would not be targeted by Boris's SG-36 Sentry Gun and AI ignoring the user while having a SOB-8 Ballistic Shield equipped.
Fixed an issue where players couldn’t enter vehicles while the SOB-8 Ballistic Shield was equipped
Fixed an issue where reviving is hard to perform while having the SOB-8 Ballistic Shield equipped
Fixed an issue where killing a player with the SOB-8 Ballistic Shield would also take the victim’s dogtag.
Fixed an issue where players were flung up in the air after being melee’d by Dozers with his shield equipped
Rao: Cyber Warfare Suite
Added a short grace period for Rao's Cyber Warfare Suite when something occludes the target being hacked. This will help most frequently when trying to hack vehicles that may be driving in front of trees
Paik: EMG-X Scanner
Added a sound effect for the victims being scanned by the EMG-X Scanner
The EMG-X Scanner should now be able to spot targets above or below Paik.
Disabled the usage of EMG-X Scanner while inside vehicles
Fixed the EMG-X Scanner’s “target found” audio effect not working for targets beyond 20m
Casper: OV-P Recon Drone
Fixed an issue where user is unable to deploy the OV-P Recon Drone while in a prone position
Improved the visibility of Enemy Recon Drones; they now have lights making them easier to see
Players now switch back to their previous weapon after exiting the OV-P Recon Drone
Updated OV-P Recon Drone EMP hint message to clarify that firing requires a lock on
Increased the range of the EMP on the OV-P Recon Drone
Fixed an issue where Casper’s OV-P Recon Drone is sometimes unable to lock onto enemy targets
Increased the OV-P Recon Drone’s movement speed
Increased the OV-P Recon Drone’s hitbox size to make it easier to hit.
Adjusted the “near drone” spotting distance
Adjusted size of the spotting area when controlling the drone’s camera view.
Boris: SG-36 Sentry Gun
The SG-36 Sentry Gun will now be destroyed when the owner dies instead of when the owner is downed
Fixed an issue where Boris’ SG-36 Sentry Gun would not be able to acquire targets that are near a vehicle
Sundance: Wingsuit
Fixed an issue where the repair tool crosshair was visible in the wingsuit when you entered the wingsuit whilst having the repair tool equipped
Fixed an issue when undeploying and then deploying the Wingsuit can cause 1p view while flying
Falck: S21 Syrette Pistol
Added Lock On and Lock Off sounds for S21 Syrette Pistol for when a target is designated by the magnetism of the S21 Syrette Pistol
Players that require health and can receive it now have a white outline around them to indicate that the magnetism will fire at the outlined target.
Added healing VFX for when you’re being healed by the S21 Syrette Pistol
Added sound feedback for when being healed by the S21 Syrette Pistol
Mackay: Grappling Hook
Fixed an issue where the Grappling Hook rope got misaligned in front of the gadget after changing FOV settings
Fixed the vault after the Grappling Hook animation where it could cause camera jerks or provide no animation at all

Gadgets

CG Recoilless M5
Fixed a bug where the CG Recoilless M5 would not lose its lock on to enemy air vehicles when locked on via SOFLAM Designator and the target deployed countermeasures

C5 Explosive
Fixed a bug where the C5 Explosive blast damage was sometimes inconsistent when trying to detonate the C5 Explosive on a moving vehicle
Fixed an issue where the C5 Explosive server and client positions were not correctly synced
Adjusted the deploy time of the C5 Explosive and reduced the delay before allowing it to be detonated to improve responsiveness.

SOFLAM Designator
Fixed an issue where the visual SOFLAM Designator UI elements are still present on the screen when switching to other gadgets while zoomed
Fixed the SOFLAM Designator’s tooltip text being misaligned

Anti-Tank Mine
Fixed an issue that caused Mines and other deployables to not trigger sound effects when deployed from inside a vehicle

Medical Crate and Supply Crate
Fixed issue where the Medical Crate healing cooldown was triggered when at Full HP.
Adjusted Medical and Supply crates' trajectory to align with the animation of the throw and address jitter
Improved responsiveness of Medical and Supply crates deployment. It is now possible to throw them a lot quicker after selecting them
Fixed an issue where the resupply animation would not play when resupplying gadgets from the Supply Crate

Smoke Grenade
Changed the detonation behavior of the Smoke Grenade; it will now bounce once before detonating
Fixed an issue where Smoke Grenades could be destroyed by bullets or explosions
Fixed an issue where the VO was not triggering when an enemy Specialists’ Smoke Grenade has been thrown

Frag Grenade
Ensured that the grenade warning icon does not draw under certain elements of the HUD like the minimap

Repair Tool
Fixed an issue where the Repair Tool can repair vehicles while not facing the vehicle.
Improved the Repair Tool so that it is quicker to equip and put away

Insertion Beacon
Fixed an issue where picking up an Insertion Beacon would not make any sounds.
EMP now blocks spawning on Insertion Beacons
Reduced the delay before the Insertion Beacon is placed after throwing it

FXM-33 AA Missile
The FXM-33 AA Missile reload sound effect will now appropriately fit the animation of reloading
Extended the animation of the FXM-33 AA Missile reload

Soldier
Fixed an issue where attempting to traversal sprint while swimming resulted in a broken swimming animation.
Fixed missing weapon deploy animation when transitioning from water to land.
Adjusted soldier animations when swimming.
Various visual adjustments and fixes for Specialists
Fixed issues where the soldier would sometimes not properly follow the ground when sliding
Fixed an issue where jumping would be buffered if holding jump when trying to stand up from crouch or prone pose
Reduced occurrences where Specialists can be seen with low quality animations in the distance
Adjusted the pose of the legs when falling to avoid legs blocking the view
Addressed issues where players prone on thin surfaces could be seen floating in the air. They will now tend to fall if the surface is not large enough.
Fixed an issue where it is not possible to look up and down enough while prone on a slope
Fixed an issue where character hands were not in contact with ladders when FOV was higher than default
Fixed an issue where you could turn and see your own headless 1P body while on ladders
Fixed an issue where the user was able to gain velocity by hopping on and off a ladder and hit melee
Fixed an issue where setting the “Always Traversal Sprint” Option would sometimes not allow the player to traversal sprint with the intended speed

Melee
Adjusted the timing of sound of takedowns on enemies being prone
Improved the speed in which the weapon switches when watching another player melee attack
Decreased the range in which you can melee a player
Fixed visual glitch when blending between ragdoll and settled state in a takedown animation
Fixed an issue where players sometimes got thrown up in the air while using melee
You can no longer perform a takedown on a soldier climbing a ladder
Added a fix that should allow the melee to nudge vehicles to get them to be unstuck.
Fix for takedowns on enemies lying prone not working from all angles
Fixed issue where the animation was misaligned while taking down an enemy that is prone on stairs
Fixed a camera bug for meleeing players while standing on a moving platform
As a team, we are so passionate about evolving the Battlefield 2042 experience for our players and rest assured, this is just the beginning!

We’ll see you soon, No-Pats.

Dold text

Och inte en enda fix på optimisering..

Visa signatur

AMD Ryzen 5 5600X | ASUS GeForce RTX 2080 8GB DUAL OC | Corsair Vengeance LPX Black 16GB (2x8GB) / 3200MHz | MSI B450 TOMAHAWK - ATX / B450 | Fractal Design Define C - Svart | Corsair RM750X V2 750W 80+ Gold | Noctua NH-D15 |

Permalänk
Avstängd
Skrivet av SellahiR:

Och inte en enda fix på optimisering..

Du orkade inte ens läsa första meningen eller?

"There are two issues we’re tracking relative to performance: Server Side and hardware-related issues on the Client Side."

Visa signatur

Mr. Scriptman

Permalänk
Medlem
Skrivet av SellahiR:

Och inte en enda fix på optimisering..

"For all of you playing on PCs, we want to acknowledge that many of you are finding that performance of the game is presently CPU bound, and not enough of you who are fortunate enough to enjoy high end GPUs and CPUs are seeing the benefit of consistent, high frame rates. Identifying engine level optimisations and developing solutions will require a lengthier response time from us so that it gets done right. Short term, we’ll be doing all we can to help offer performance improvements that reduce the load, and up your frame rates where possible. We’ll keep you updated on our work through our Battlefield channels."

Permalänk
Medlem
Skrivet av Fortitude:

"For all of you playing on PCs, we want to acknowledge that many of you are finding that performance of the game is presently CPU bound, and not enough of you who are fortunate enough to enjoy high end GPUs and CPUs are seeing the benefit of consistent, high frame rates. Identifying engine level optimisations and developing solutions will require a lengthier response time from us so that it gets done right. Short term, we’ll be doing all we can to help offer performance improvements that reduce the load, and up your frame rates where possible. We’ll keep you updated on our work through our Battlefield channels."

Ja jag hat läst det och jag köper det inte. Hur svårt kan det vara att optimera ett spel? BF5 spelar jag utan problem på Ultra och det är ju samma grafikmotor.

Visa signatur

AMD Ryzen 5 5600X | ASUS GeForce RTX 2080 8GB DUAL OC | Corsair Vengeance LPX Black 16GB (2x8GB) / 3200MHz | MSI B450 TOMAHAWK - ATX / B450 | Fractal Design Define C - Svart | Corsair RM750X V2 750W 80+ Gold | Noctua NH-D15 |

Permalänk
Avstängd
Skrivet av SellahiR:

Ja jag hat läst det och jag köper det inte. Hur svårt kan det vara att optimera ett spel? BF5 spelar jag utan problem på Ultra och det är ju samma grafikmotor.

Men herregud...

Ja, varför gör du inte ett eget 128-spelar MP-spel med next gen grafik om det är så lätt?

Pinsamt.

Visa signatur

Mr. Scriptman

Permalänk
Medlem
Skrivet av Lagerlöf:

Men herregud...

Ja, varför gör du inte ett eget 128-spelar MP-spel med next gen grafik om det är så lätt?

Pinsamt.

Varför blir du sur på mig för? Om du inte gillar min åsikt så ska du ju inte be om den, vem är det som är pinsam liksom?

Antal spelare ska inte göra grafikslidern orelevant. Jag spelar gärna med allt på Low och 128 spelare om jag skulle få stabila 60fps överallt.

Visa signatur

AMD Ryzen 5 5600X | ASUS GeForce RTX 2080 8GB DUAL OC | Corsair Vengeance LPX Black 16GB (2x8GB) / 3200MHz | MSI B450 TOMAHAWK - ATX / B450 | Fractal Design Define C - Svart | Corsair RM750X V2 750W 80+ Gold | Noctua NH-D15 |

Permalänk
Avstängd
Skrivet av SellahiR:

Varför blir du sur på mig för? Om du inte gillar min åsikt så ska du ju inte be om den, vem är det som är pinsam liksom?

Antal spelare ska inte göra grafikslidern orelevant. Jag spelar gärna med allt på Low och 128 spelare om jag skulle få stabila 60fps överallt.

Jag har inte bett om din åsikt specifikt eller?

Självklart påverkar antalet spelare allt möjligt, fler spelare = mer belastning på CPU, oavsett grafikinställningar.

Ska du då dessutom ställa in allt på Low och lägga ännu mer CPUn kan ju vem som helst lista ut att resultatet blir oönskat.

Om du inte har koll på hur optimering av spel går till kanske du inte ska ha så starka åsikter om hur "lätt" det är?

Visa signatur

Mr. Scriptman

Permalänk
Medlem
Skrivet av Lagerlöf:

Jag har inte bett om din åsikt specifikt eller?

Självklart påverkar antalet spelare allt möjligt, fler spelare = mer belastning på CPU, oavsett grafikinställningar.

Ska du då dessutom ställa in allt på Low och lägga ännu mer CPUn kan ju vem som helst lista ut att resultatet blir oönskat.

Om du inte har koll på hur optimering av spel går till kanske du inte ska ha så starka åsikter om hur "lätt" det är?

Jag har ingen lust att diskutera det här ämnet vidare med dig, du är alldeles för otrevlig. Alla sitter givetvis inte på samma kunskaper. Ha en fortsatt bra dag.

Visa signatur

AMD Ryzen 5 5600X | ASUS GeForce RTX 2080 8GB DUAL OC | Corsair Vengeance LPX Black 16GB (2x8GB) / 3200MHz | MSI B450 TOMAHAWK - ATX / B450 | Fractal Design Define C - Svart | Corsair RM750X V2 750W 80+ Gold | Noctua NH-D15 |

Permalänk
Medlem
Skrivet av SellahiR:

Varför blir du sur på mig för? Om du inte gillar min åsikt så ska du ju inte be om den, vem är det som är pinsam liksom?

Antal spelare ska inte göra grafikslidern orelevant. Jag spelar gärna med allt på Low och 128 spelare om jag skulle få stabila 60fps överallt.

Dina grejer ligger under rekommendationerna tror jag. Tror inte din cpu hänger med.

Visa signatur

14900KF--Apex Encore--RTX 4090--G.Skill 2x24GB DDR5-8000--Dynamic Evo XL
12900K--RTX 2080Ti--Gigabyte Z690 Aorus Master--4X16GB DDR5 6000
Ljud: Lewitt Connect 6--Shure SM7B
Skärmar: Neo G8 4K 240hz--Huawei 3440x1440 165hz

Permalänk
Medlem
Skrivet av marcusOCZ:

Dina grejer ligger under rekommendationerna tror jag. Tror inte din cpu hänger med.

Under rekommenderat med en klass, 2700x ska det vara. Men då ska inte minimun vara ett problem inte sant? Och att ställa ner spelet på allt low och off borde definitivt glra skillnad. Sen är det konstigt att inte PS5 och xbox har samma problematik trots crossplay i 128 spelare?

Visa signatur

AMD Ryzen 5 5600X | ASUS GeForce RTX 2080 8GB DUAL OC | Corsair Vengeance LPX Black 16GB (2x8GB) / 3200MHz | MSI B450 TOMAHAWK - ATX / B450 | Fractal Design Define C - Svart | Corsair RM750X V2 750W 80+ Gold | Noctua NH-D15 |

Permalänk
Medlem

Inget 64p och 32p gamemode i den förbannade matchmakingen?
128 är bara kaos 😕

Permalänk
Lego Master
Skrivet av SellahiR:

Under rekommenderat med en klass, 2700x ska det vara. Men då ska inte minimun vara ett problem inte sant? Och att ställa ner spelet på allt low och off borde definitivt glra skillnad. Sen är det konstigt att inte PS5 och xbox har samma problematik trots crossplay i 128 spelare?

Fördelarna konsolerna har är att hårdvaran är mycket mer likriktad. Du behöver göra anpassningar för kanske 5 versioner av hårdvaran, medan på PC är det bokstavligen miljontals olika kombinationer av CPU, GPU, RAM, MB, mjukvara osv osv osv.

Om du sätter ner grafikinställningarna lastar du av GPUn, ja, men det betyder bara att CPUn blir ännu viktigare att den hänger med för att hålla FPSen uppe. Jag är själv katastrofalt CPU-bound i BF2042, eftersom mitt RTX 3070 kan skyffla pixlar fortare än min CPU hinner med att sammanställa exakt vad som borde renderas.

Det kommer underlättas de kommande månaderna med patchar och fixar. Jag avinstallerade BF2042 igår, i avvaktan på ett par patchar och ska hålla koll på prestandajämförelser med pre-patch och post-patch.

Visa signatur

* Vänsterhänt högerskytt med tummen mitt i handen.
* A franchises worst enemies are its biggest fans.
* 🖥️ i5 12600K | Z690 | 32GB | RTX 3070 | Define R6 | 48" 4K OLED | Win11 | 💻 Surface Go 3
* ⌨️ G915 Tactile | ⌨️ G13 | 🖱️ G502 X | 🎧 Pro X | 🎙️ QuadCast | 📹 EOS 550D | 🕹️ X52 Pro | 🎮 Xbox Elite 2
* 📱 Galaxy Fold4 | 🎧 Galaxy Buds Pro | ⌚ Galaxy Watch5 Pro | 📺 65" LG OLED | 🎞️ Nvidia Shield

Permalänk
Medlem
Skrivet av Shudnawz:

Fördelarna konsolerna har är att hårdvaran är mycket mer likriktad. Du behöver göra anpassningar för kanske 5 versioner av hårdvaran, medan på PC är det bokstavligen miljontals olika kombinationer av CPU, GPU, RAM, MB, mjukvara osv osv osv.

Om du sätter ner grafikinställningarna lastar du av GPUn, ja, men det betyder bara att CPUn blir ännu viktigare att den hänger med för att hålla FPSen uppe. Jag är själv katastrofalt CPU-bound i BF2042, eftersom mitt RTX 3070 kan skyffla pixlar fortare än min CPU hinner med att sammanställa exakt vad som borde renderas.

Det kommer underlättas de kommande månaderna med patchar och fixar. Jag avinstallerade BF2042 igår, i avvaktan på ett par patchar och ska hålla koll på prestandajämförelser med pre-patch och post-patch.

Det konstiga är att Betan fungerade klockrent på mina grejer, det var 128 spelare då med.

Visa signatur

AMD Ryzen 5 5600X | ASUS GeForce RTX 2080 8GB DUAL OC | Corsair Vengeance LPX Black 16GB (2x8GB) / 3200MHz | MSI B450 TOMAHAWK - ATX / B450 | Fractal Design Define C - Svart | Corsair RM750X V2 750W 80+ Gold | Noctua NH-D15 |

Permalänk
Medlem

"We also want to give you the assurance that we’re carefully evaluating your desire to see legacy features return. End-of-match Scoreboard, Server Browser"

Lol alltså. Kommer inte ens ta skiten gratis om inte sådana grundläggande saker finns. Ingen poängtavla? Vad fan är det för idioti i ett FPS?

Visa signatur

Ryzen 5600x (Noctua NH-D15) || Kingston Fury 32GB 3600MHz
ASUS Prime X470 PRO || ASUS GeForce RTX 3080 Tuf OC
Fractal Design Define S (6x chassifläktar) || Corsair RM750X v2
FURY Renegade 2TB || WD Blue 1TB M.2 || LG C2 42" + XB271HUA

Permalänk
Medlem
Skrivet av SellahiR:

Det konstiga är att Betan fungerade klockrent på mina grejer, det var 128 spelare då med.

Det är helt riktigt väldigt konstigt.

Min dator klarade betan helt ok men har ändå betydligt bättre fps nu.

Visa signatur

CPU: AMD Ryzen 7 5800X3D | GPU: PowerColor RX 6800 Red Dragon 16GB | MB: Asrock B550m Pro4 | RAM: 32GB Kingston Fury Beast 3600mhz CL18 | SSD: Corsair Force MP510B 480GB - 2x Kingston A400 480GB | PSU: Fractal Ion Gold 750W | DSP: Acer 27" Nitro XV272UV QHD IPS 170 Hz | CH: Fractal Design Meshify Mini C | M: Steelseries Aerox 5 Wireless | TB: Logitech G413

Permalänk
Medlem
Skrivet av frong:

"We also want to give you the assurance that we’re carefully evaluating your desire to see legacy features return. End-of-match Scoreboard, Server Browser"

Lol alltså. Kommer inte ens ta skiten gratis om inte sådana grundläggande saker finns. Ingen poängtavla? Vad fan är det för idioti i ett FPS?

Det finns en scoreboard men den visar squads inte individuella spelare. Endast spelarna i din squads stats visas individuellt.

Permalänk
Medlem
Skrivet av Lagerlöf:

Men herregud...

Ja, varför gör du inte ett eget 128-spelar MP-spel med next gen grafik om det är så lätt?

Pinsamt.

Vilket tråkigt svar. Nästa gång du påpekar att kopplingen på din bil känns bedrövlig att använda så hoppas jag att din första tanke är att bygga en egen bil om det är så pass enkelt. Annars har du ju ingen rätt till att klaga, eller hur?

Personen du svarade har rätt, spelet är dåligt optimerat. Många personer med väldigt bra hårdvara ligger knappt över 100 FPS oavsett inställningar i spelet. Om du spelar ett MMORPG eller ett singelplayer-spel kanske det är mer accepterat men inte i ett spel som Battlefield. Du har givetvis rätt att fler antalet spelare kräver mer av datorn och jag tror ingen argumenterar mot dig där, men om jag konstant kan ligga 120 FPS stabilt i Battlefield V på en 64-spelarsserver och istället har 80-90 FPS på en av de mer prestandasnälla kartorna i 64(!) spelare Conquest med 48 faktiska spelare på servern i Battlefield 2042 så är det något som inte stämmer fullt ut. Även portal-lägen med 32 spelare presterar dåligt.

Ingen har påstått att det är enkelt men jag tror många av oss ställer oss fundersamma till varför många av Battlefield-spelen tar ett steg framåt men sju tillbaka vid varje spelsläpp.