BF1 Patch just dropped

BF1 Patch just dropped.

I'll dump some notes.

Discuss whether they've fixed enough shit or not.

OPERATIONS CHANGES:
Going forward we are addressing the balance issues with the Operations game mode. It’s clear that attackers need a boost. To increase the effectiveness of the attacking team, we are increasing the overall tickets for both Operations & Grand Operations. In addition, we are also making it somewhat easier to capture sectors as an attacker by reducing the amount of time it takes to capture a flags in Operations & Grand Operations. We’ve also increased the minimum tickets regained in grand operations to from 30 to 50, as well as increased the amount of tickets regained from killing retreating defenders. This will give more of a fighting chance to capture the next sector after previously capturing a sector while having very few tickets left.

64 player

Increase attacker maximum tickets from 150 to 250
Increased the amount of tickets regained from killing retreating defenders after capturing a sector from 2 to 3.
Increased the amount of minimum ticket regained when capturing a sector in 64p Operations from 30 to 50.
Slightly reduced the time it takes to capture flags.


40 player

Increase attacker maximum tickets to 200 from 150
Increased the amount of tickets regained from killing retreating defenders after capturing a sector from 2 to 3.
Slightly reduced the time it takes to capture flags.

BF1 a shit

CONQUEST CHANGES:
We’ve listened to your feedback in regards to the Suez Conquest layout in regards to balance. We will be adding two more flags to the layout, this should result in one team not being able to capture and lock down all flags as easy as before. In addition, we also noticed that it was very difficult to re-capture flags within the capture areas located in the village areas. To solve this we’ve reduced the capture size of these areas to include less buildings. The result of this should make the flags somewhat easier to capture and make sure that a team that has lost and been pushed out of the villages can easier re-capture them and get back into the fight. In addition, to help a team that has been pushed back all the way to their HQ, we’ve added an armored car that players can use to break out of the HQ and flank the opposing team.

Added two additional flags on the Suez map, giving it a total of 5 flags.
Added 1 armored car for either team to spawn in their HQ.
Reduced the size of the capture volumes on the flags located in the villages, old A & B flag. This is to reduce the amount of building interiors located within the capture area. The change should result in the flags being easier to capture.

You can customize your soldier from within the UI by selecting either the icon on Home or on Soldier
If the squad leader ignores requests for orders the leadership is transferred to another member of the squad.
When a squad member requests an order (and there is no active squad order), the requesting player is added to the want-to-be-leader queue for that squad and a 60 seconds timer starts (the timer is not reset if there are other squad members waiting in the queue already).
When the 60 seconds pass, the first member in the squad queue (the one who requested order earliest) is promoted as a squad leader. If there are other members in the queue after him, the timer is automatically reset to 60 seconds and if the new leader doesn't give orders over that period either, then the next waiting in line is promoted and so on.
If the current squad leader issues an order, then the queue for the squad is cleared.
Equal weather in Rush. Now uses same weather sequence and trigger conditions for both rounds in a match
Changed default player count of operations to 64 from 40
Made the pigeon visible from a longer distance in the War Pigeon game mode
You can purchase Battlepacks in the Get Battlepacks menu
Two new tabs have been added to the store: RSP and Battlepacks
You can rent a server via the RSP tab
You can buy Battlepacks in the Store - COMING SOON!
You can join Custom Games from Multiplayer
The Quit button is now available at any given time when in the End of Round
Added tutorial videos describing each gamemode that can be rewatched in Quickmatch
Squad XP boost has been added, you may receive this item when opening a Battlepack

Prone soldiers can no longer be pushed by other friendly soldiers
Fix so both teams have the correct motorcycles in Conquest on Sinai Desert
Added minimum resolution scale when dynamically scaling
Fix for some environments causing unsmooth killcam experience
Fix for elite class dog tag not being unlocked correctly
Fix for graphical issue while ADS with various weapons on multi monitor setup
Fixed respawning issues on auto-spawning vehicles in Operations. E.g. missing defender torpedo boat on Empire's Edge
Fixed any issue with the cloth popping when ragdoll settles
Repair tools can now damage the Fortress Gun
No longer playing foot plant VFX when prone
Fixed an issue on Amiens where a player could fall through the level if exiting a light tank next to the Mark 5 wreck.
Scout spotting flares did not work if the player died and airplane spotting flares did not work if the player exited the vehicle, this has now been fixed.
Added ground collision on capture flags
Fixed so soldier collision does not block pigeon release
Improved TAA on PS4 and Xbox One

Fix for an issue where a player could be catapulted if moving while proning between two structures
You will no longer get points for destroying your team's Behemoth
Fix for battle summary logic being broken if the player died right before the operation ends.
Fixed an issue where a horse could die in mid sector transition if it didn't have a rider and was out of bounds
Fix for an issue that could cause incorrect aiming while on the horse
Fixed so writing message sound is not started when picking up a pigeon with fully written message
Fix for black bar on the side of the screen when equipping gas mask
Fixed capture point flags not matching the actual state of the capture point for late joiner
Fix for extreme weather desync between players after rejoining server
Fix for missing score when attacking a Behemoth
Fix for fire damage being canceled if the player got damaged by barbed-wire fence
Fix for incorrect number of vehicles for each team at the start of a Conquest round
Several localization fixes

>If the squad leader ignores requests for orders the leadership is transferred to another member of the squad.


This is so good, not getting orders triggers me so much

Agreed. There is nothing worse than a squad leader that ignores the "REQUEST ORDER" spam.

WHERE THE FUCKS MY HARDCORE MODE CUNT

Removed invisible collision behind the horse
The syringe's damage now scales with how long the player has held down the button
Players can no longer switch teams near end of round
Several CPU optimizations
Several DX12 optimizations
Weapon reloading is now aborted when climbing ladders
Fixed 3p animations for the horse
Fixed an issue where a player could be thrown up in the air when approaching the top of a ladder
Fixed so soldiers in stationary weapons can be road killed
Fixes for several DX12 crashes
Fixes for several client crashes

Fixed flame thrower visual artifacts when using flame thrower in tunnels and under terrain
Critical gameplay hints will now show 3 times in Multiplayer and then never again
Fix for several video crashes related to window size, hardware detection, and multiple monitors.
Fix for squad orders not being reset between rounds in Operations
Fixed issue with toggle ADS setting in combination with toggle sprint setting. If a sprinting soldier triggered ADS it would immediately exit both sprint and ADS after starting the ADS animation
Fixed an issue where the scroll wheel would rotate the view after disabling raw mouse input
Fixed an issue where the horse would not take damage from gas grenades, incendiary grenades and debris.
Fix for end of round transition not always triggering correctly when dead
Artillery shell stacks now deal damage corresponding to their FX radius
Slightly lowered the loading times between maps
Fix for an issue where the player could spawn in with the wrong kit. E.g. tanker kit when spawning in an airplane

Fixed an issue in Operations where a player joining their party leader to a different map would end up with a black screen after opening the in-game menu
General performance improvements related to edge models
Fix for players sometimes skipping levels in class rank progression
Fixed so all vehicles are available during pre-round ready phase
Fixed an issue where destroyed buildings would severely affect CPU performance resulting in low frame rates
Fixed a faulty 3p soldier animation related to entering and exiting a vehicle
Fixed and issue where the end of operation screens could be displayed over the deploy screen if the player died right before the operation ended.
Fixed an issue where the player could lose control over vehicles after opening Origin overlay two times
Fix issue with emblems being able to color the entire character
Fix for players not being able to switch team in TDM
Fixed a problem where a player on a horse could get stuck in the debris after the mountain bridge on Sinai Desert collapses

Custom servers yet? I dont like constant map rotation, some of the maps for Rush dont feel very balanced and Id rather just avoid them on that mode than spend 30 minutes suffering through it.

Fixed an issue where underwater VFX would trigger when taking damage above water
Squads are no longer auto locked if less than three players join a server as a party.
Fix for an issue where if a player accepted a friend’s invitation to a full server the player would be stuck in the lobby with "reserving slot" message
Fixed an issue where the game would freeze when entering certain parts of the UI
Fixed an issue where your in-game rank and the one in the UI were not the same
Fixed a couple of issues related to the wrong items being highlighted in the UI
Fixed an issue where you could not scrap puzzle pieces
Fixed an issue where the vehicle stats would not update
Fixed an issue when trying to "Quickmatch" for the second time
Fixed an issue where you could not open the pause menu after joining another round

PC: Fixed an issue where you could not see all the party members
PC: Fixed an issue where you would get multiple dialogs when deleting a filter
PC: Players can now disable aim assist for controllers
PS4: Fixed an issue where joining on a friend that is already in the same party and on the same server would result in the player being stuck in a hang state
PS4: Fix for "Decorated" trophy not being awarded correctly
Xbox One: Fixed an issue where a bad rep player is not taken into party and the gamercard disappears form Com Center after accepting a party invite
Xbox One: Fix for bad reputation users being able to communicate with non-friend users when in the same squad in online modes
Xbox One: Fix for a crash to the Xbox Home screen after attempting to join a game session via the Xbox One Guide whilst the title is suspended on the main menu
Xbox One: Fixed an issue where users could get stuck in an endless loading loop when attempting to return to the main menu from the Campaign screen following an Xbox profile sign-in change during suspended state.

Maps:

Fixed terrain destruction depth issues on Monte Grappa and Empire's Edge.
Several fixes for floating props on all maps.
Tweaked combat areas on Empire's Edge and Monte Grappa, players can no longer access backdrop assets.
Fixed several spawn point issues for War Pigeon.
Tweaked the spawn points for planes on Empire's Edge, Operations to be less vulnerable to the Behemoth.
Fixes for artefacts in the water material on Suez.
Adjusted the terrain on several maps to avoid terrain gaps.
Fixed several erroneous collision volumes on all maps (“invisible walls”).
Fixed graphical artefacts on Ballroom Blitz pond water.
Reduced sun flare intensity on Suez and Ballroom Blitz.
Removed seam in sky texture on Ballroom Blitz.
Fixed several objects causing vaulting problems.
Fires on the ground on Amiens now deals damage to players.
Removed Heavy Machine Gun near flag G (conquest) on Empire's Edge.
Fix for client/server desync problem allowing players to be shot through the bunker double doors on Monte Grappa.
Several minor graphical fixes.

did you finish? the fuck?

UI:

No longer drawing vehicles or horses with 0 health on the minimap.
Minimap size option now resets correctly when selecting Reset.
Changed title in minimap options from HUD to minimap.
Fixed interaction prompt buttons not showing correctly for all vehicle kits.
Nametag of local player in squad selection screen is now correctly orange.
Fixed several spelling errors.
Fixed several overlapping texts.
Fix for poor performance in the calibration screen.
Train Behemoth icon now have the correct red color for the enemy team.
Updated weapon images shown in Battlepacks.
Updated the join/leave in squad screen.
Fixed an issue where the wrong weapon and skin could be displayed in the squad screen.
Fixed pre-round timer sometimes showing two timers above each other.

Just link the fucking patch notes you retard

Fixed a bug where "Under fire" would show up in the deploy screen for non-highlighted squad members.
Fix for score log showing incorrect icons.
Fixed tooltips for vehicle functions not showing for some vehicles.
Fix for flag capture visual element not showing properly in all cases.
Fixed erroneous kill bonus score for incendiary grenade.
Fix for showing the wrong amount of collected awards at the end of an Operation.
Added hints for both teams in Operations on what to do when a sector falls.
Fix for an issue where the HUD could be visible on screen while transitioning to globe.
Removed order UI in deploy screen and replaced it with an order marker on the objective.
Fix for squad and team revive colors being switched.
Fixed death icon jitters on the deploy screen and minimap.
No longer shows the soldier crouch/prone icon when in vehicle.

Fix for incorrect ammunition amount displayed in weapon customization for the Lawrence of Arabia SMLE.
Fixed so weapon skin option is visible in weapon customization screen even if the player hasn’t unlocked any skins.
Added visible stats for the Villar Perosa.
Solved problem with overlapping screen when end of round is triggered when the players is watching intro movie.
Added missing front line visuals on globe for Operation Kaiserschlacht, Conquer Hell and Iron Walls.
Adding an option to filter the kill log in the HUD. You can now choose to show all, squad, self or nearby.
HUD - Attack/Defend Order Complete is now correctly green.
Fix for wrong squad being selected in the squad screen.
Fixed an issue where the background would turn black when in the pause menu.
Fixed an issue where your tracked medal would not show up correctly in the pause menu.
PS4: Fix for missing highlight in Options sub-menu.
Xbox One: Fix for distorted fonts.

GAMEPLAY:

Weapon Balance

Light Machine Guns were less attractive than other weapon classes, we have given them various forms of adjustments to make them more viable mid-range weapons.
Increased LMG and SLR bullet suppression at medium range.
Increased aimed accuracy of support machine guns.
Decreased Lewis first shot recoil multiplier.
Decreased Huot first shot recoil multiplier.
Increased BAR M1918 horizontal recoil.
Low Weight machine guns now also gain accuracy faster during fire.
Added bipods to Low Weight LMGs.
Reduced effect of recoil direction slightly and made it scale correctly with recoil modifiers like bipods.
Adjusted accuracy values of SMGs and LMGs in customize to better represent differences.
Hellriegel now overheats a little bit slower and has increased horizontal recoil.
Slightly reduced Mle 1903 reload time.
Reduced deploy time of Mle 1903 and Repetierpistole M1912 and sped up the deploy animation for a higher energy feeling.
Slightly reduced the rate of fire of the Russian 1895 Infantry and Sniper and made the time when you can fire again more readable.
Changed damage multipliers for buckshot to be more consistent. This will eliminate some unintentionally high and unintentionally low damage hits.

>buying EA games
Why?
Why?
Why?

Gadget Balance

Limpet Mines are now indestructible until they detonate. This prevents other players from “stealing” the Limpet Mine with explosives. The Limpet Mine is intended to be timed detonation only.
Increased number of magazines for gas and incendiary Tripwire Bombs to 2 to make them more attractive over HE Tripwire Bombs.
Mortars have had a balance pass. Players now have to pick more clearly between slow, accurate fire, and rapid, inaccurate fire.
Mortars now require a time after deploy before they are fully accurate.
Increased the inaccuracy penalty for firing multiple mortar rounds quickly.
Reduced the max damage radius of Support Airburst mortars. Mortars will need to land closer to do their full 65 damage.
The minimap targeting function of Mortars now shows the current accuracy level of the strike. The red dot only appears when the strike is at maximum accuracy
Both Support Mortars can now fire 2 smoke rounds in addition to their default round. A Hint has been added to explain the feature.
The HE Mortar now correctly has the same range as the Airburst Mortar.
Rifle grenades have a delay after firing.

Frag:

Decreased time until explosion after collision from 1.1 s to 0.7 s
Added minimum time of 1.0 s before it can explode after firing
Reduced collision speed multiplier from 0.15 to 0.12 to make it bounce a bit less

HE:

Reduced blast radius from 7 m to 6 m
Increased minimum time before explosion after firing from 0.3 s to 0.75 s

BUG FIXES
Weapons

Removed the delay before being able to fire primary or secondary again after deploying a gadget or throwing a grenade.
Changed Madsen shell eject VFX to the bottom, which is the correct position.
Fixed too high reload threshold on the Lewis MG which lead to accidentally cancelling reloads.
Reduced reload times of Autoloading 8 Extended to better match the animation.
Fixed left recoil direction not working on BAR 1918 Telescopic.
Fixed issue the Hellfighter Trench Gun having no visible iron sights in ADS.
Fixed the reload animation for Autoloading 8.25.
Fixed chevron reticle not showing up on Gewehr 98 Marksman.
Selbstlader 1906 Factory, Autoloading 8 .35 Factory and Marksman now resupply 10 bullets at a time.

>Several CPU optimizations
>Several DX12 optimizations
yes? YES

>mass effect
>good

Gadgets

Improved behavior when switching between primary weapons and rifle grenades when going ADS.
Fix for pickaxe clipping through the hand.
The distance scale in the Trench Periscope is now visible again.
Corrected velocities of Rifle Grenades when using the Autoloading 8 Marksman.
Fixed so only the player who placed the mortar can use it.
Fixed the Mortar sometimes deploying inside objects.
Made the Mortar and Trench Shield easier to deploy.
Fixed issue where players using Toggle Zoom could get stuck when using the AT Rocket Gun or Tankgewehr.
Increased the time required to draw and keep out your melee weapon after an attack. This avoids players accidentally ending up with an active melee weapon during heated close quarter fighting.

Have they made it so you can make it that your character isn't black any more?

FEATURE UPDATES
Ricochet

Tracers that ricochet off armored vehicles are now more easily seen
Added hit indicator sound for glancing hit on vehicles.
Added hint prompts to soldiers that explain the explosion damage reduction in prone.
Many important hints will now show up to 3 times before never showing again.
Added additional hints for some vehicle gadgets that players were having a hard time understanding.
Scoring for Behemoth damage no longer comes only in 20 point chunks. Smaller damage amounts will register a point value. The total damage point value of a Behemoth has not changed.
Fix for player occasionally being teleported when exiting the field gun during reload animation
Added non-gamepad Joystick support.

Vehicles:
Vehicle Balance

Fortress Gun does greater damage against vehicles and has a bigger lethal area against infantry.
AA

Decreased damage of AA cannons against planes and plane parts.
Reduced AA Truck range to better align with stationary AA and prevent HQ camping.
Fixed badly aligned shell eject VFX of the stationary AA.

Planes

Increased blast damage and radius of Ranken darts.
Reduced damage of Scout rifles against plane parts.
Increased damage of K Bullets against attack planes.
50 kg bombs can now deal a little damage to planes and tanks when landing a direct hit.
Increased Bomber Killer bullet velocity to improve this pattern’s dogfighting.
Improved Bomber Torpedoes vs land targets, making it useful as a heavy bomb even on maps without boats.

Reduced the damage a Cavalry soldier takes from headshots.
Increased the range that AT grenades can be thrown from horseback.
Increased the damage hand grenades do vs transport vehicles.
The Armored Artillery Truck now does slightly more damage up close, and less damage at long range. The bullet drop has also been reduced to enable players to hit at longer ranges.
Vehicle deployed mines can now have up to 6 mines alive in the world at one time (was 3).
The Train on Suez now has a Heavy Mortar on the front turret instead of the 57mm AT gun. This gives it more impact on the flags.

Fucking Based where were you when EA become the GOAT developer

Bug Fixes

Fixed an issue where the soldier would enter the AA gun from the wrong direction.
Fix for explosion fire being present for too long after an airplane crash.
Fixed an issue where the player could hide in a damaged armored car turret.
The tank hunter attack plane now reloads automatically when idle, comparable to tanks.
Fixed players spawning into the Armored Train when spawning should be unavailable.
Fixed Rumpler Attack Plane to properly gain health when using the Wing Repair ability.
Fixed collision problems with wrecked Mark 5.
Fixed so torpedo boats are immortal when spawned until player has entered them to prevent an exploit.
Fixed some vehicle tooltips appearing even after the player has left the vehicle.

Behemoth overview HUD now displays broken weapons and turrets on all Behemoths. When in a Behemoth seat that is broken, you will now see an indicator for the repair progress.
Fixed so all airplanes can deploy Emergency Repair for any damage amount.
Fixed some aircraft being able to activate Emergency Repair despite not having it equipped.
Reduced amount of blur effect when using artillery weapons
Aligned camera on beckers guns better with the ironsights.
Added support to decouple passenger aiming from being affected by turning the vehicle.
Improved visuals for zoom scope and bomb scope views in vehicles.
Bomb sight and artillery aiming now uses the water surface to display range instead of the ocean floor.

>Increase attacker maximum tickets from 150 to 250

good

operations was 50% loading/disguised loading 50% gameplay

Audio:

Fix for a problem where ragdoll screams on velocity can start stuttering if a series of ragdoll impacts happen in succession.
Fixed several VO timings.
Fixed a bug where the gas alert VO would trigger in faulty situations and was heard too far and long.
Fix for a VO issue where EoR could double-trigger when changing team after the first attempt.
Fix for a crash related to switching from Atmos to non-Atmos too quickly.
Adjusted engine sound behavior over terrain on motorcycles.
Removed shell eject sounds for pieper carbine.
Tweaked timings on BAR M1918 fire sound.
Fixed phasing sound for the Fortress Gun.
Changed incoming sound for armored train artillery shell.
Fixed issues where the Operations introduction music would start playing late on PS4 or Xbox One.
Fixed a case where the music would not loop after finishing the last round in an Operation.

>No balance to make medics medic and supports support

:|

Adjusted several subtitle timings.
Added diagonal raycasts and tweaked calculations to improve indoor/outdoor detection.
Fixed issues with first person Foley sounds playing when moving the camera in third person view in some vehicle.
Fixed an issue where the loading music would carry on into the game and never stop.
Fixed an issue where quitting to menu and then starting a level would not stop the menu music.
Turned off doppler effect on horses.
Fixed issues with the underwater sound state getting stuck until player dies.
Fixed timing on the deploy sound for Pieper M1893 and BAR M1918.
PS4: Fixed an issue where the audio could stutter for high rate fire weapons.
PS4: Fixed an issue where selecting reset audio would not reset the audio language.

Server:

Improved server performance and bandwidth usage for airplanes.
Improved handling of network jitter, packet loss and packets arriving in the wrong order.
Improve server performance of barbed wire objects in the levels.
Added grenades to the high frequency updates to avoid problems with players taking damage from explosives before they visually detonated.
Improved hit registration for airplanes, especially in close proximity dogfighting.
Improved message if disconnected from server.
Fixed match making issue for servers with no round time limit.
Balance players based on their skill in the current game mode instead of global skill.
Several server performance improvements.
Improve server metrics for detecting networking problems of specific players.
Fixed issue where players were not being placed in the same squad when joining on friend that is in a full squad or not in a squad at all.
Several fixes for common and uncommon server crashes.

>AA nerf after release

Why does this happen in every single battlefield game?

Campaign:

Horses no longer take damage from collisions with soldiers.
Fixed the bullet tracer glow on stationary turrets in Fog of War.
Fixed an issue where the airplane could get stuck in terrain.
Updated several subtitles.
Fixed an issue on Young Men's Work where AI deployed from armored vehicles could see the player through terrain and keep firing.
Several minor graphical fixes on all levels.
Fixed several erroneous collision volumes on all maps (“invisible walls”).
Fixed several floating objects on all levels.
Fixed several typos.
Fixed an issue in The Runner where AI would disappear when reaching the objective "Defend the Frontline."
Fix for missing water in Carry your Friend.
Several minor VO fixes.

>No increase in fighter MG damage vs planes or infantry.
>No increase in tank hunter's cannon damage.
>No increase in the attack plane's gun damage vs infantry or vehicles.

Into the trash.jpg

What is even the point of the fighters? Their machine guns are so pathetically weak that you would do more damage firing your pistol at other planes.

Removed delay on primary weapon after throwing a lure.
Fixed AI walking through certain gates in Breakdown and Steel on Steel and opening them in the wrong direction.
Removed the continue playing button when a chapter is completed.
Fixed Wilson dangling in your face if you restarted the checkpoint during the finding the plane cut scene in Fall from Grace.
Fixed alarms not getting deactivated when the speakers get destroyed.
Objective in beginning of Fall from Grace now only show once if the player load from checkpoint.
Player is no longer allowed to back track after entering the trench area in Fall from Grace.
Heavy Machine Gun on top of train cart in Hidden in Plain Sight now spawns properly.
Fixed no objective appearing if loading into the last checkpoint in Steel on Steel, and fixed the player not getting an objective update if they entered Bess before the Return to tank objective.
Fixed an issue in which jumping could break the enter AA gun animation in Friends in High Places.
Fixed an issue where game objectives would show up with delay in pause menu.
Fixed a performance problem related to AI on Steel on Steel at Hill Top.
Fixed crosshair would sometimes disappear when taking damage in the FT Tank.

I dont know if its been posted but is there a fix to the anti-tank grenades not exploding on impact sometimes? As in, they would bounce off the fucking tank and back at you? Or is that intended, its very annoying having a tank dead to rights and the grenade just bounces back when its meant to explode on hit.

Fix for player being unable to get on a horse if it's blocked by a wall.
Adjusted barbwire material to allow AI see-through/shoot-through behavior.
Fixed issues where dialogue from inside the tank played on the player’s position while being outside the tank in Steel on Steel.
Fixed hit indicator being in the incorrect position when in scope view while flying airplanes.
Fix for AI going out of combat if they don't see the player for a while even if the player is damaging them.
Fix for rare cases of the AI not seeing the player if the player is on a horse.
Fix for a crash that could occur if playing SP for a long time.
Fix for no visual effect when shooting after the player interrupts tank repair.
Fixed occasional glitch with ammo display when picking up a weapon from an AI on Hidden in Plain Sight.
Fixed an issue where AI tanks would not engage the player in Steel on Steel.
Fixed an issue where AI soldiers in Fog of War's artillery base would fall through the wooden tower.
Xbox One: Fixed crash that could occur when driving the tank.

And that's everything.

They're built for Roadkills

user the tank hunters damage is an instant kill on infantry and does 20-30~ damage against tanks, giving it more damage would be ridiculous considering its range. Also yes, fighters are kindof shit, I think the point of them is maneuverability for fighting behemoths and bombers but they feel too weak.

>Sup Forums
>good

Does it work on Sandy Bridge CPUs yet?

Like who cares what they look like, if you are a racist, shouldn't you be happy you are literally shooting tons of them?

Holy shit, dev team did some real fucking work on this one. Color me impressed.

>the tankhunter needs a buff
I've literally soloed two Heavy Tanks at once with it, manning all three positions myself. It 1 hits infantry and does more damage than your side guns. It's fine. Hell, all the landships are fine. The problem is that there's little reason to pick a landship over a heavy tank.

OP here. I'm on a sandy bridge CPU and I feel your pain. I get by though by limiting myself to rush or 40man OPs on high settings.

>release a game too early
>get tons of cred for making a huge patch

this is nothing but a PR stunt

because they can't balance their games for shit.

I'm talking about the tank hunter version of the attack plane.

>No nerf to the 10-A Hunter

>patching a game is a PR stunt

I love your balls.

>no nerf to a weapon that is useless over 35m

no shit

The problem is unrelated to settings. It sits at 100% usage on my overclocked 2500k regardless of whether I'm running in ultra at 1440p or 720p on low. Either the game heavily relies on features that aren't present in Intel processors until Ivy Bridge, or the game is managing SB units abysmally.

I'm going to take that as a yes. They did not fix the SB processor issues.

get out of here isis.

> Reduce Flak Damage
> All planes can Emergency Repair
Well this weekend should be fun...

I think it's perfect the way it is. I have no problem with someone beating me with one close range, since I shouldn't have let them get that close to begin with.

>Member when old BF games would have a massive patch every few months to fix any of this shit that happened.

Bad Company killed the battlefield franchise. 1942 had better combined arms combat than 1, 3, 4, hardline, bc 1 -2 are cancer. 1 is the first decent battlefield game in a decade and it still lacks.

>playing rush at all
Kys

I think this is a good fix. If you're competent enough to use the AA you can down a plane in a few seconds.

I haven't played since the beta, do the shitty spawn points still make the game a total pewpew clusterfuck?

1942 was a great game no doubt, but the infantry combat was very poor compared to the vehicles.

That was the engine if anything, and it was still fucking amazing for its time. Plus mods.

Fuuuuuuuuccckkk EA/Dice for killing mods. Some of the best modding in gaming came from BF games.

I've only been playing operations mode which was seemingly ripped out of Red Orchestra 2.

You fight over a series of points until the next ones are unlocked. So you get spawned in farther away from enemies and the objective.

>LMG buff

wut

They were already OP as shit. Fast reload, accurate as hell, and high damage.

Goddam, if only bf1 could have a mode where damage was similar to red orchestra.

LMGs were underpowered compared to the other weapons m8

Same guy. Im on a 4.5ghz i5 2500k. Just played a round of rush on St. Quentins Scar. A noticeable reduction in stuttering frames. Barely any in fact. I'll play a round of CQ in a bit and let you know if it's playable now.

I would really like to see custom server rules. If you could increase weapon damage and reduce running speed, I think that would help with the pew pew insanity on some maps.

so long as the model 10 A isnt an auto kill from almost any range this is the best balance patch ive ever seen

Is the BSOD bullshit at round end fixed?

>Lewis suppressive is my favourite gun
>with the right positioning it can hold down an entire section of the map single handedly, even if its for a short while
>expect it to get nerfed as it feels OP
>it gets a buff
kek. I see why they did it, people almost never play support and they want to make it more enticing, but the problem isnt the weapons its the way people use them.

holy fuck the quit button fix and the new order system is fucking grand

The only reason to play assualt over Support is the shotgun.

Otherwise the LMG is just too damn awesome.

>Several CPU optimizations
>Several DX12 optimizations

The chance of this being false is the same percent of CPU BF1 uses for most people.

so when it says you can customise your soldier, what does that mean?

i notice in the audio patches they didnt give the english medic or german sniper appropriate accents or languages yet, can you at least change the skin so that you dont have that glaring issue?

It's just allowing you to access the loadout screen from the main menu rather than ingame.

However, it seems to randomise the character models, so not every British medic is an Indian, and so on.

I agree, but I like assault for some maps with alot of rooms involved though
>automatico trench (fastest firing SMG)
>have gas mask on 24/7
>equip gas grenades
>pop grenades and force enemies to shoot from the hip
>you have a massive advantage in these situations, because of the weapons recoil and fire speed the time to kill is very low, especially if the gas grenade actually got a hit in
Good for assaulting an enclosed area. Shotgun feels like an ambush weapon, which is just as fine but a different way to play.

Shotgun is great from the hip too.

But if you miss your first shot you are pretty much fucked.

>randomize the models
This is actually neat, as oppose to clones everywhere, but I would still much rather be able to select my head piece, within a selection appropriate to the faction of course, not Italian head pieces on British forces etc. I want that British support mask on all my models and the US medics head piece on all my US models.

thats good i guess. still pretty ridiculous that you can get an indian in 1916 who speaks the queen's english with an indigenous english accent

same with the german sniper. i know a modern day second generation nigerian-german bloke and his accent is very notably not 100% german

>enemy captures objective
>if youre next to another player their character will say something appropriate to the situation
>Indian medic saying with a scottish accent "Damnit! Theyve taken our position, lets take it back" and "Nice shot son, keep it up!"

Oil ave yew patched ap in no toime matey!

>Removed the delay before being able to fire primary or secondary again after deploying a gadget or throwing a grenade.

YES YES YES YES YES YES

Titanfall 2, the best shooter released this year, is already dying.

So I guess it's time to start playing Battlefield 1, the second best shooter released this year.

Is cdkeys the cheapest place to get it?

Is that not the yank medic model?

The murrican medic model wears a cap, not a helmet. I want that hat on all my US models. I just want to look like a captain when Im squad leader, I think a different head piece for squad leaders would be great.

god damn these fixes are gonna push this game right into maximum fun

unrelated space engine cap because i just got a new laptop

From a gameplay standpoint making squad leaders an obvious target could be cool too, especially if they tied that into the objective bonus/orders mechanics

can you not spam your AT mines down on the same spot anymore, it was my only tactic against the landship. drop them all down and shoot them

>randomized heads
Theres something I noticed, that Australian scout head piece, its not in the game anymore. Seems odd to remove it entirely.

Nah thats been a thing in BF games since forever, it be surprised if you couldnt do it in this one, its a valid strategy because it takes a moment to actually deploy the mines and you have to be so close, only a dumbass would sit idle and let a player do that.

Can't try it right now. Did it actually improve CPU performance or not? Always used 100% while most games only use 60%-80%.