Update 4.0 is coming to Battlefield 2042

Hey guys! Earlier today Dice announced Update 4.0 would be launching on April 19, and it comes packed with tons of bug fixes and tweaks that the troubled shooter desperately needs. VoIP is also launching with update 4.0, bringing functionality for parties and squads, as well as a change to the end of the round that displays the scoreboard and an overhaul of the weapon attachments.

This update also ships with many further changes, including balance adjustments to specialists, vehicle balance changes, fixes for being unable to ADS after exiting a vehicle, and improved ribbons and XP events.

The article then goes on to thank players for their patience and mentions that the next update will be available in May, which will bring further quality of life updates and bug fixes.

This is then followed by an extensive patch note section which I have included for you to poke through below. This update may actually bring me back for a bit, at least to check out if the game is in a more playable state than it was when I put it down, but time will tell if enough fixes have been made to keep me playing. They seem to be on the right track, like I said the following list is quite extensive, and I am curious what season one will bring us when it finally comes out this summer. I still have my fingers crossed. What do you guys think? Is Dice doing enough to keep your hopes up? Or has the damage been done? Let me know down in the comments below, and until next time, keep gaming!

-VvxOPELxvV

Full Patch Notes

Update 0.4.0

Fixes, Changes, and Improvements

VoIP

VoIP (Voice over Internet Protocol) is now available in Battlefield 2042.

There are two voice chat channels to choose between: Party and Squad. Settings for VoIP can be adjusted via Options > Sound/Voice > Chat while in-game.

Scoreboard

In Update 3.3 we released the UI refresh for the Scoreboard. Following this update this UI refresh will now also be available during the End of Round screens.

Weapon Attachments

With Update 4.0 we’ve overhauled the behavior of many weapon attachments to ensure that their impact when customizing your weapons is unique, and noticeable. Previously, some attachments had effects that were too similar from others, and it was unclear what the impact on your weapons would be when switching between them.

We encourage you to experiment with the refreshed weapon attachments to see how they feel after the update, and you’ll be able to read the full set of changes further down the page.

General

  • Made several improvements to Kill Assists
    • Damage Assists trigger from a lower damage threshold, improving consistency and clarity
    • EMP Grenades now trigger Assists more reliably
    • Assists can now trigger when a teammate kills an enemy and either of them were covered in smoke you deployed.
  • Fixed EMP effects persisting on screen
  • Fixed a bug where equipping a weapon attachment from the item reveal menu would in some scenarios reset the full customization on that weapon back to defaults
  • Fixed a bug where the player’s saved customization would sometimes be reset to defaults after joining a server
  • Simplified keybinds for Chat and VoIP
  • Switch weapon for Gunner can now be properly bound in key bindings
  • Airplane and Helicopter sensitivity settings added to the Options menu

Matchmaking & Social

  • Fixed a matchmaking error that could occur after quitting a Hazard Zone server
  • Matchmaking information is now visible in the Player Card screen
  • Fixed a bug where a user encounters a matchmaking loop and gets sent back to the lobby.
  • Disbanding a party before joining it no longer incorrectly shows the “Remove EA Friend” prompt

Progression and Unlocks

  • Adjusted Ribbons to make them easier to unlock across all modes, especially in Rush
  • Further adjustments to specific Ribbons:
    • Logistics – Progress earned from repairing friendly vehicles has been increased, and progress earned from healing and resupplying has been reduced
    • Objective – Kills or Assists while fighting for objectives in Breakthrough now also give progress
    • Intel – Progress for hitting enemy vehicles with EMP’s has been doubled
    • Combat – Destroying an enemy Ranger now rewards Ribbon progress
    • Combat & Wingman – Kills and Assists on enemy Players in Hazard Zone now give increased progress
  • Mastery for the Mi-240 Super Hind, MV-38 Condor, and MAV now gets progress as intended when teammates spawn in on your vehicle
  • Cosmetics and weapon attachments are now correctly marked as New when unlocked
  • XP from support actions has been increased, while XP from objective actions has been decreased to compensate:
    • Projectile Destroyed, with Irish’ APS-36 Shootdown Sentinel, from 5 -> 10 XP
    • Enemy Disrupted with EMP, from 10 -> 20 XP
    • Equipment Destroyed, from 5 -> 10 XP
    • Healing, from 5 -> 20 XP
    • Resupply, from 5 -> 20 XP
    • Repairing, from 5 -> 20 XP
    • Ranger Destroyed, from 25 -> 75 XP
    • Objective Neutralized, from 250 -> 200 XP
    • Objective Captured, form 375 -> 200 XP
    • Sector/Objective Defended, from 15 -> 10 XP.
  • Added an XP event for killing a downed enemy in Hazard Zone
  • Repairing Ranger now correctly triggers the repairing XP event

Maps

  • Breakaway
    • Fixed players or AI Soldiers sometimes not spawning in the correct HQ area
  • Hourglass
    • Fixes a bug where players were still receiving damage from the Tornado while inside the Stadium
  • Kaleidoscope
    • Sprinklers are now active for 9, instead of 20 seconds
    • Sprinklers no longer deal damage
    • Sprinklers should no longer affect players outside the building
    • The freeze effect in the HUD is less intense
    • Fixed an issue where players could shoot through the tires of some trucks on Kaleidoscope
  • Orbital
    • Fire from the rocket explosion event is no longer invisible and will slowly dissipate
  • Renewal
    • Fixed a bug where soldiers and vehicles would be affected by the storm while inside buildings
  • Reduced rubberbanding when key events such as the rocket launch get triggered
  • Bollards and ramps should no longer be triggered by deployed gadgets
  • Toxic barrels now continue dealing area damage if another nearby barrel gets destroyed shortly after
  • Fixed a bug/exploit where players were able to deploy gadgets or shields that would intersect with MCOMs, not allowing them to be disarmed
  • Fixed a bug where container doors were still presenting the interaction prompt after being destroyed
  • Updated destruction behavior for fences
  • Minor prop objects at distance now pop more slowly
  • Added support for traversal on objects linked to moving platforms
  • Enabled cover occlusion for player damage from explosions
  • Fixed a bug when elevator doors weren’t synced for players joining later during a match
  • Players can now sneak and open doors close to them while ADS
  • We’ve resolved multiple smaller issues across all maps that could negatively impact gameplay:
      • Fixed some areas where players could get stuck
      • Fixed floating of items
      • Fixed some collision areas that caused players to fall through items/the map
      • Fixed areas where planes could go through terrain while out of bounds
      • Fixed being unable to interact with some objects
      • Fixed some areas where players were able to see through the map
      • Fixed behavior on some interactable objects such as doors
      • Fixed clipping of objects such as vegetation

    Battlefield Portal

    • Made several improvements to the Portal Browser
      • Name/Description is now autofilled when creating an Experience
      • Name/Description fields of preset Experiences are now empty by default
      • Browsing Experiences remembers your previous search query
      • Resolved instances where the Browse tabs didn’t function correctly when applying custom filters
    • Made adjustments to the chase camera on a number of vehicles in Battlefield Portal
    • Fixed an issue which could cause a game crash when players were near a Kübelwagen
    • Players no longer remain in a stuck trigger animation after deploying C4 and immediately jumping into a vehicle
    • The Defibrillator can no longer be equipped while swimming
    • Stationary Machine Guns will now be destroyed alongside accompanying towers
    • Added new VO lines for destroying or capturing objectives
    • Added new VO line for tower collapse event on Caspian Border
    • The tower on Caspian Border will now have improved barrage & projectile VFX before its collapse
    • Players can now switch back to their secondary weapon on an Experience with all primary weapons disabled
    • The Cycle Primary Weapon key binding now properly cycles to the secondary weapon if the player doesn’t have a primary one
    • You should now always automatically have your last played loadout in the next round
    • Spawns on El-Alamein have been moved to prevent becoming stuck after deploying in FFA Mode
    • Battle of the Bulge – the screen now changes to sepia when going out of bounds near the tank battle vista area
    • Numerous fixes for floating rocks and cliff faces in Valparaiso, Arica Harbor, El-Alamein, and Caspian Border

    Bad Company 2

    • You can now switch back to the Mortar Strike gadget while it’s recharging
    • You can now switch out from the Mortar Strike gadget using the inventory prev/next bindings (default mouse wheel) while it is recharging
    • Fixed an issue where weapon under barrel attachments would trigger on button press even if the weapon was not selected at the time
    • Rush – updated M-Com screens with arming/disarming progress bars and countdown timer

    Audio

    • Fixed the wrong VO playing when giving attacking orders as Dozer
    • Fixed issue where Falck’s gadget VO would trigger when hitting enemies
    • The healing sound will now always play when Falck heals herself with the S21 Syrette Pistol
    • Adjusted Wingsuit audio for Sundance so they are easier to hear for enemies
    • Added surface scrape sounds to vehicle with tracks when rotating stationary
    • Improved audio across amphibious vehicles
    • The MD540 Nightbird and AH-64GX Apache Warchief now have the correct audio cues when Air-to-Ground missiles are ready to be used
    • Destroying a gadget should no longer trigger vehicle destroyed voice over
    • Improved at range audio for the Recon Drone
    • Low health sound should no longer get stuck when going into a vehicle
    • Added audio VFX for turning on/off the Flashlight attachment
    • The Prox Sensor should no longer emit warning sounds if no enemies are within reach
    • Soldiers should no longer hear the opposite ping VO being triggered from a 3P view
    • Improved audio consistency for vehicle call-ins
    • Improving cockpit audio experience when driving enclosed Land Vehicles in first person
    • Tweaked the vaulting sound when climbing ladders
    • Added audio for birds on Renewal
    • Added audio for destroying screens in the Synseco laboratory lobby in Renewal
    • Improved audio for damage caused by storms
    • Improved audio for vehicle gear shifting
    • Fixed an issue where rapidly pressing fire on a Sniper Rifle would play an audio cue as if two shots were fired
    • Improved audio for the M5C Bolte, EBAA Wildcat and MD540 Nightbird when they pass by players

    Modes

    Breakthrough

    • Fixed air vehicles being able to spawn at the opponents HQ in start of the round

    Hazard Zone

    • Successful missions should no longer be shown as failed
    • You can no longer use a Redeploy Call-in when all players in a squad are alive
    • Removed placement ranking stats from End of Round screen in Hazard Zone
    • Adjusted costs of several Hazard Zone weapons and gadgets
    • The roaming AI LATV’s should no longer fail to spawn, or spawn at the wrong times
    • Soldiers should no longer be stuck in a mandown state
    • Hazard Zone end of round now shows all kills, instead of just human player kills
    • Hazard Zone end of round now properly shows in round instead of lifetime respawns
    • A collected Data Drive will no longer be permanently marked on the minimap
    • Players can no longer move their character in Hazard Zone after dying or bleeding out

    Rush

    • Fixed issues with Rush declaring the winning team prematurely and/or incorrectly
    • Deploying gadgets over Rush M-COMS should no longer prevent arming it

    Conquest

    • Adjusted spawn locations to prevent spawning out of bounds

    AI Soldiers

    • AI Soldiers will no longer appear lagging while entering a vehicle
    • AI Soldiers can now repair combat vehicles in All-Out Warfare
    • Improvements to AI Soldiers operating Helicopters
    • Improvements to AI Soldiers reviving human players

    Soldier

    • Fixed some issues where the player would be impossible to hit when entering an exposed vehicle seat
    • Fixed an issue where dead soldiers or friendly soldiers would block bullets
    • Fixed further instances of not being able to revive players when some of their body parts were clipping with assets/geometry
    • Fixed players not being able to place deployables in certain areas
    • Fixed an issue where the player would not be able to jump or vault after reviving someone
    • Fixed an issue where players would have 2 hands on a rifle while sprinting on a steep slope
    • Fixed losing input when jumping on/off the ladders
    • Fixed players appearing to fly after meleeing water
    • Fixed soldiers sometimes becoming invisible while downed
    • Fixed players sometimes going into downed state, instead of dying if killed in an out of bounds area
    • Fixed players entering a downed state after crashing with an air vehicle
    • Fixed players sometimes entering a downed state state while under water
    • Fixed players sometimes being thrown up in the air after getting revived 
    • Fixed an issue where redeploying your soldier could cause dropped weapons to float
    • Fixed an issue where it wouldn’t be possible to crawl under certain obstacles while prone
    • Fixed an issue where the player’s camera could sometimes clip through the ground or objects when prone
    • Fixed an issue where the soldiers could fly when dropping down from steep areas
    • Fixed an issue where certain camera transitions would force the player’s FOV to be reset to the default FOV (55°)
    • Fixed an issue where it is possible to die when entering a vehicle right after performing a melee attack while in the air
    • FOV should no longer break after switching weapons on ladders
    • Improved traversal across moving objects
    • Updated animations for directional vaults
    • Soldiers will no longer die when swimming close to or under a water vehicle

    Animations

    • Fixed an issue which would cause broken weapon animations while sprinting into world objects such as a wall
    • Fixed an issue where reload animations would play incorrectly
    • Fixed an issue where aborting a revive caused first person animations to break
    • Resolved several corrupted eye animations
    • Improved the preview animations of deployable objects
    • Improved left arm animations while crawling with a MCS-880
    • Improved left hand animations when using an under barrel attachment while sprinting
    • Sprinting out of water while swimming no longer puts you in a stuck sliding animation
    • Left hand animations should no longer break when entering and exiting vehicles
    • Players should no longer experience looping revive animations when downed
    • Gunners should no longer sometimes clip behind vehicles while driving
    • Made revive animations smoother
    • Switching weapons in a vehicle open seat will no longer result in a broken animation
    • Toned down weapon movement during initial ADS after deploy
    • Smoothed out the transition animations for camera and weapon movement when switching between stand/crouch
    • Jumping into water while reloading will no longer cause a broken reload animation
    • You can no longer see through your hands while using the SWS-10 or DXR-1 in prone position during reload
    • Polished idle animations for rifles

    Specialists

    Angel

    • Fixed a bug where Angel’s Supply Bag won’t land when bouncing close to a vehicle
    • Fixed instances where Angel’s Supply Bag didn’t activate correctly
    • Fixed some occurrences that could cause the mesh of Angel’s Supply Bag to copy itself onto other thrown projectiles

    Irish

    • Made all vehicle types able to smash through Irish’s Deployable Cover
    • Resolved instances where Irish’s Fortification System couldn’t be placed on angled terrain
    • Fixed a bug where the APS-36 Shootdown Sentinel would not always stop targets if blocked by a soldier standing on it
    • Fixed an issue where players could see the APS-36 Shootdown Sentinel in an infinite firing loop at an unidentified target

    Dozer

    • The SOB-8 Ballistic Shield and main weapon can no longer equipped at the same time when bashing or entering a vehicle
    • Dozer now becomes vulnerable for a short time when the SOB-8 Ballistic Shield is hit by heavy fire such as from tanks
    • Dying as Dozer while holding the SOB-8 Ballistic Shield will no longer cause you to be resurrected with the shield active
    • Reviving Dozer with the SOB-8 Ballistic Shield active no longer makes you float upwards
    • Repeatedly pressing the Prone and SOB-8 Ballistic Shield buttons as Dozer will no longer result in the player having the shield up while prone
    • Performing a takedown on Dozer with an active SOB-8 Ballistic Shield will now play the correct animation
    • Fixed a bug where Repair Tools caused the SOB-8 Ballistic Shield to deflect bullets
    • Fixed an issue where the SOB-8 Ballistic Shield could bash through thin walls

    Rao

    • Rao’s Cyber Warfare Suite should now feel more responsive
    • Resolved bugs related to using the Cyber Warfare Suite ability without an active target
    • Once the Cyber Warfare Suite ability finishes, your target is now reset
    • Replaced Trojan Network with the Thread Perception Trait:
      • When Rao takes damage from enemy fire, he will automatically spot the enemy for himself

    Paik

    • Replaced Threat Perception with the Eagle Eyed Trait:
      • Players damaged by Paik are now spotted for everyone
    • Updated Paik’s Mastery criteria to align with her new Trait

    Casper

    • The OV-P Recon Drone can now be descend with Crouch toggle buttons
    • The rotors on the OV-P Recon Drone are now placed correctly
    • The spotting sound now plays correctly while using the OV-P Recon Drone
    • The OV-P Recon Drone now remembers it’s direction upon re-entry
    • Resolved wrong text displaying when OV-P Recon Drone
    • Fixed an issue that would sometimes prevent you from flying the OV-P Recon Drone upwards if you entered it while crouching

    Boris

    • The SG-36 Sentry Gun should no longer clip outside elevators
    • A tank running over the SG-36 Sentry Gun will now destroy it

    Sundance

    • Fixed Anti-Armor Grenades that locked on to targets which were too far away
      • Anti-Armor Grenades now filter by angle and distance in a more accurate way, and have the same priority for air/ground vehicles
    • Anti-Armor Grenades no longer swap targets when already tracking a target and have reduced maximum range once unfolded and in flight
    • Anti-Armor Grenades now have different tracking radius for ground and air vehicles
    • Anti-Armor Grenades no longer target Irish’s Deployable Cover or APS-36 Shootdown Sentry
    • Anti-Armor Grenades track properly if left sleeping on the ground now, instead of simply  exploding
    • Improved the speed when switching through Sundance’s Grenade Belt
    • Scatter Grenade detonation timings adjusted to let them explode quicker
    • Landing on rough terrain no longer causes Sundance to bounce up in the air
    • Fixed a rare issue where Sundance’s body could become detached from a vehicle upon entry while landing onto the vehicle from the wingsuit, causing Sundance to become invisible

    Falck

    • Falck’s S21 Syrette Pistol can now be equipped while swimming
    • Fixed an issue in prologue where Falcks syringe did not spawn a pickup on the ground
    • Reduced the distance at which the S21 Syrette Pistol’s dart is visible

    Mackay

    • Made it easier for Mackay to grapple onto moving vehicles
    • Players can no longer take damage from the Grappling Hook while downed
    • Adjusted Mackay’s walk animation when aiming down sight, the sight should no longer misalign with where shots are fired
    • Resolved issues where smoke stopped the Grappling Hook from working
    • The Grappling Hook crosshair should now correctly pick up objects while in range
    • Looking as far left/right you can while grappling while pressing A/D no longer allows you to slow down or speed up
    • Fixed a rare occurrence where entering a vehicle after using the Grappling Hook could cause Mackay to become invisible

    HUD / UI

    • HUD – hints for Reload, Low ammo and No ammo will now blink a few seconds and then fade out. Switching weapons in these states will restart this animation
    • HUD – added critical (red) and out of bounds (gray) color to WorldInfo, SoldierInfo and SoldierCompass HUD widgets
    • HUD – centered soldier compass direction readout and added positioning arrow shape
    • HUD – added scaling options for the Mini-map/team, Personal Log, World Log, Player/Vehicle Info, Chat and Vehicle Passenger List
    • HUD – added critical state for vehicles
    • Added new options that allow players to scale the transparency of many different icons in the HUD (Friendly icons, Squad member icons, Enemy Icons, Revive Icons, Objective Icons and Ping Marker Icons). Each icon type can have a different transparency when zoomed or not zoomed. The option can be found under DISPLAY > HUD ICONS.
    • Added a Chat Log Visibility option to allow players to set the default visibility mode of the chat log (which allows it to be turned OFF on console where no key bindings exists to change visibility in-game)
    • Adjusted scaling of objective icons over distance, they will now start scaling at 50m (instead of 100m) and stop scaling at 500m instead (instead of 1000m)
    • Solved an issue where friendly icons were too enlarged
    • The “Need Healing” icon is no longer visible over friendlies while playing as Angel without a Medical Crate
    • The grenade indicator no longer remains after the grenade has already exploded
    • The killcard should now always update after being killed by AI Soldiers shortly after self healing
    • SG-36 Sentry Gun and OV-P Recon Drone are now shown/hidden depending on gadget availability
    • Fixed a bug where the minimap didn’t update when entering an air vehicle from the ground
    • Fixed a problem that caused hints to disappear on initial deploy into vehicles
    • Made animations for the Plus Menu smoother
    • Added 24 new options to control the opacity and size of HUD icons
    • Added missing Always Traversal Sprint option under CONTROLLER tab

    Gadgets

    • Fixed an issue that prevented equipping of the IBA Armor Plate if you were being healed at the same time
    • Using the IBA Armor Plate no longer causes the plate to flicker and reappear on screen after use
    • Fixed a bug where players were able to deploy items to clip ladders and ziplines which could block passage
    • Improved the positioning of the preview of deployed objects (such as Boris’s turret) to better reflect the surface the player is trying to place it on, instead of hovering in the air.
    • Gadgets should no longer be destroyed if a door opens or closes close to them
    • Fixed an issue where gadgets resupplied via the Loadout Crate caused the player to not be able to redeploy their chosen gadget later on during that life
    • EMP effect from grenades no longer extend past their visual explosion radius
    • Fixed an issue that allowed players to drop Ammo and Medical Crates through thin walls
    • CG Recoilless M5 / RPG / SMAW will now one shot Ranger if it’s a direct hit
    • The CG Recoilless M5 will no longer automatically reload while you are downed if you died after firing it
    • Fixed an issue causing empty reloads on the Recoilless M5 to be interrupted when vaulting
    • Fix for issue where users were able to detonate the C5 Explosive while being hacked
    • Fixed an issue where both soldier Anti-Tank Mine & the Bolte’s Anti-Tank Mine would despawn after a short while if the player died
    • The Repair Tool now turns off when a player dies
    • Made it easier to place the Insertion Beacon
    • You’ll now spawn in the same direction where the Insertion Beacons is facing when spawning on it
    • Fixed an issue that would allow players to shoot FXM-33 AA missiles while their target was in smoke
    • Fixed an issue where FXM-33 AA Missile did not become enabled again until the user switched to another weapon and back again after being affected by EMP
    • Fixing a issue where Smoke Grenades did not explode on moving cranes

    Weapon Attachments

    The behavior of many weapon attachments has been overhauled to ensure that their impact when customizing your weapons is unique, and noticeable. Previously, some attachments had effects that were too similar from others, and it was unclear what the impact on your weapons would be when switching between them. Here’s an example of updated behavior while customizing the AC-42:

    • A – Warhawk Compensator
      • Update 3.3: improved horizontal recoil control, reduced vertical recoil control
      • Update 4.0: improved recoil control, reduced weapon accuracy
    • B – Rattlesnake Light Grip
      • Update 3.3: improved accuracy while moving, reduced accuracy while static
      • Update 4.0: :increased hipfire accuracy, reduced accuracy while ADS
    • C – Maul Hybrid 1.5X-3X
      • ADS speed decreased in 4.0
      • Zoom levels and Optics toggle options persist
    • D – Subsonic Rounds
      • Base recoil reduced in 4.0
      • Reduced Muzzle Flash visibility
      • Decreased projectile velocity

    Further changes to Weapon Attachments:

    • Factory and Extended Barrel descriptions now display the correct fire rate changes
    • Weapon modifiers are now correctly applied when swapping attachments while the bipod is equipped
    • Fixed an issue that would cause the 40mm Grenade Launcher attachment to hit an invisible wall when fired indoors
    • Fixed an issue which would grant unlimited ammo if magazine attachments were toggled in between firing the underbarrel attachment
    • Fixed some weapons displaying wrong ammo counts for specific magazines
    • Adding and removing attachments in the Plus Menu will now always correctly apply their statistic changes
    • Underbarrel activations such as flashlights and laser sights will no longer be reset after getting revived
    • Bipod attachments will no longer toggle on and off while reloading
    • The ADS time on the BKS 8X now matches that of other scope attachments
    • Adjusted the size of the DD Holo scope to bring it in line with other scopes
    • Reduced blur on the Ghost Hybrid scope
    • Some underbarrel attachments should no longer have a shared ammo pool
    • The Maul Hybrid and the Ghost Hybrid now correctly displays both scope zoom levels in the Collection screen
    • The Fusion Holo attachment no longer clips through the meshes on the following weapons: AK-24, LCMG, PP-29 and the SFAR-M GL
    • Fixed clipping issues with the camera when the Fusion Holo optic is equipped while ADS

    Weapons

    • The high powered magazine for the AK24 now shows the correct amount of bullets
    • Fixed an issue where players were unable to fire straight away after reloading the Grenade Launcher attachment on the M5A3
    • Updated text descriptions for both the NTW-50 and DM7
    • Fixed an issue which caused the extended magazine for the PBX-45 to have a slight delay before it fires after reload
    • Located a missing ‘R’ in the description of the PKP-BP
    • Increased PKP-BP Base Recoil
    • Fixed an issue that would cause weapon lag across scopes for the M44
    • The missing bullet on the M44 has been located
    • The M44 now displays the correct reload animation while in prone
    • Fixed an issue with the M44 that caused the scope to move a lot more than intended when aiming around
    • Arcom Tactical Muzzle Brake no longer floats when equipped onto the MP9
    • Increased the long range damage on SWS-10 light ammo from 35-40 over 75 meters
    • The Iron Sight will no longer be visible when the Fusion Holo is equipped to the PP-29
    • Fixed an issue with the incorrect ammo pools to be set on the PP-29, which would show incorrect ammo quantities
    • Fixed the PP-29 medium and subsonic ammunition having inverted ammo pools
    • Fixed an issue which could cause underabarrels on the SFAR-M GL to unexpectedly run out of ammo
    • Recentered the iron sight on the DXR-1
    • AC42 Bullet Damage dropoff increased
    • AC42 effective range has been lowered
    • Reduced scope shake when firing on the DM7 and VCAR
    • Fixed an issue where weapons would have inconsistent dispersion or recoil
    • Fixed an issue which prevented bullets from dealing the correct damage amount
    • Bolt Action Sniper rifles now correctly play their animation after opening the Plus Menu and firing
    • Reload prompt will no longer stop flashing when there are only a few bullets left in the magazine
    • Reloading while ADS will no longer reset the camera zoom
    • Fixed an issue which could cause weapons to become invisible while climbing a ladder
    • Fixed an issue which caused some players to be unable to shoot or ADS after exiting a vehicle
    • Toggle Scope is now affected by soldier controller schemes
    • Weapons in the collection screen will no longer compare to the weapon selected in deploy screen which caused incorrect comparisons
    • Improved the visual quality of the crosshairs and red dots within high powered scopes while on low/medium graphic settings
    • Removed some double spacing within text descriptions of multiple weapons
    • Reduced scope shake when firing on the DM7 and VCAR
    • Fixing broken arm when doing pump action while crawling with the MCS-880
    • Improved weapon animation when deploying from a vehicle
    • Added a game hint for steady scope
    • Weapons should no longer slide over the floor when dropped
    • Made improvements to the position and drop timing for dropped weapons
    • Underbarrel shotgun crosshair does not disappear after zooming 

    Melee

    • Animation fixes related to melee takedowns
    • Fixed an issue where the camera was misplaced during a takedown
    • Fix related to targets flying away when doing a takedown on a moving platform
    • Fix where melee hits didn’t register consistently on moving targets
    • Fixed a bug where the player could throw a grenade and melee at the same time
    • Fixed a bug where player could get stuck in melee animation
    • Fixed a bug where doing a melee attack in prone could make the knife stuck until another melee was initiated
    • Fixed an issue which would cause guns to instead play a knife animation

    Vehicles

    • As outlined in our recent Core Feedback, we are adjusting the number of active vehicles across maps and modes, and you’ll notice the first iteration of this change within this update. As an example of how that plays out on Breakthrough 64 for Kaleidoscope, here is how we adjusted total available vehicles in the match, per Sector:
      • Sector 1 – 17 -> 13
      • Sector 2 – 18 -> 17
      • Sector 3 – 19 -> 17
    • Health for soldier and vehicle now show correct values for all seats in the vehicle
    • The radar will now appear correctly while redploying on a team/squad mate in the Mi-240 Super Hind or MV-38 Condor
    • Killing someone with a Tuk-Tuk would sometimes show the wrong vehicle icon the kill card
    • Destroying either the Tuk-Tuk or Polaris Sportsman in a tunnel will no longer cause floating debris to be present
    • Players can now ping while driving vehicles in 3rd person view
    • Fixed an issue that would cause reversing in a tank to be problematic
    • Fixed an issue that would allow players to skip the equipment cooldown timer while in a helicopter
    • Players will no longer find themselves in a floating state while exiting a fighter jet upside down
    • Fixed an issue which would cause vehicles to not be deployed when called-in, but still shown as ‘in-play’
    • Fixed an issue that would allow players to shoot AT missiles while their target was in smoke
    • Adjusted text on the vehicle zoom options in order to make it clearer what the option does
    • Tornados should no longer throw a helicopter under the world, resulting in passengers ending up under water
    • Fixed an issue that would sometimes affect the visibility of flares
    • Exiting and re-entering a tank will no longer result in a misaligned camera
    • Fixed an issue that could allow helicopters to fly under the game world on Hourglass
    • Fixed an issue that would cause the AA missile launch to skip the yellow lock on phase, jumping straight to red
    • Fixed an issue that could sometimes cause helicopters to spawn on the ground
    • Fixed an issue that would sometimes cause players to fall through the world when deploying into a tank
    • Fixed an issue that would allow players to manually reload weapons on certain vehicles
    • Air radar should now correctly display enemies
    • System repair would sometimes only replenish a few health points, this has been corrected
    • It was possible for players to hurt themselves with some explosive vehicle weapons during the vehicle enter animations, this has been disabled
    • It’s no longer possible to shoot yourself for a short period of time when entering a vehicle
    • Vehicle hints will now show up on initial deployment
    • Vehicle “invert look” settings are no longer connected to flight controls
    • Fixed an issue that would allow players to instant lock onto a vehicle after flares have been used
    • Lights on air vehicles are now turned on when a player is in the cockpit.
    • Fixed an issue which would occasionally see the AH-64GX Apache Warchief or KA-520 Super Hokum Smart rockets ignore their target.
    • A specific concrete block was causing the T28 to become stuck. The T28 has overcome its fear and can now traverse over it
    • Invert vertical look is now working as expected on transport vehicles
    • Vehicle 3rd person camera no longer clips through the environment.
    • The ‘Hints for Controls’ option now displays for all intended vehicles.
    • Fixed an issue that would cause the bridge to clip while in 3rd person view in a T28 on Hourglass
    • Backpacks can no longer be seen sticking out of the side of the B17 Bomber.
    • Taking a Tuk-Tuk into an elevator will now display the correct health
    • Made tweaks to various VFX while in a helicopter and firing counter measures to reduce photosensitivity risks
    • Vehicles spawned through Deploy Screen will now be eventually abandoned if they are left
    • Fixed an issue which would cause animation issues when going from vehicle to downed state
    • Helicopter lights are no longer offset from their initial position while in the matchmaking countdown screen
    • Deploy animation will now only play once after the player has switched seats multiple times in a row within vehicles.
    • Tanks should no longer get stuck in the mud while in a storm on Orbital
    • Weathering effects are now applied more consistently to vehicles.
    • The soldiers physics representation now better matches the the actual animation pose when in a Tuk-Tuk or a Portal RHIB
    • Added a freelook 3rd person view crosshair to vehicles
    • Vehicle hud while in 1st person view now turns red when in a critical health state
    • Vehicles now show both soldier and vehicle health for all seats occupied by the player.
    • Updated the “Transport Look Behind” option to “Reset Camera View”
    • Tweaked camera pitch while in 1st person view within a helicopter to better reflect the direction of travel and increase visibility
    • Fixed spawning of vehicles in elevators
    • Vehicles should no longer incorrectly be slowed down when driving over certain platforms like bridges

    AH-64GX Apache Warchief

    • The wing camera when firing rockets on the AH-64GX Apache Warchief is now more accurately aligned
    • The HUD will now be more visible when performing a nose dive in the AH-64GX Apache Warchief

    EBAA Wildcat

    • Fixed text description on the EBAA Wildcat to more accurately reflects its weaponry
    • Fixed text description on the EBAA Wildcat and T28’s Smoke Launcher
    • The EBAA Wildcat can now climb hills with a bit more ease
    • Increased the handbrake strength on the EBAA Wildcat
    • While on Orbital the The EBAA Wildcat used to have trouble driving over low to average height rocks. This no longer occurs

    F-35E Panther

    • The F35-E Panther will now take the intended damage when hitting specific buildings on Hourglass
    • Increased ejection force when at low speeds in the F-35E Panther
    • Added an ejector seat for the F-35E Panther when in Hover Mode
    • Afterburner VFX is no longer visible through the engine swivel nozzle in a F-35E Panther

    KA-520 Super Hokum

    • Made tweaks to the KA-520 Super Hokum to better align its bullets to the crosshair
    • The KA-520 Super Hokum now correctly displays equipped attachments on its 3D model

    LATV4 Recon

    • While entering a LATV4 Recon after sprinting, players will now find themselves in the correct seat
    • Fixed an issue that would cause the LATV4 to sometimes fall through the floor on Hourglass
    • Better positioned the hitbox of the the gunners head and shoulders when in a LATV4 Recon
    • Player is no longer pushed out of bounds if revived under the LATV4
    • The LATV4 Recon will no longer get stuck on a problematic rock on Discarded

    LCAA Hovercraft

    • Fixed an issue that would cause the LCAA Hovercraft to become stuck on the environment on Breakaway
    • LCAA Hovercraft collision around point G1 on Kaleidoscope has been fixed
    • The LCAA Hovercraft can no longer fly after hitting a ramp at high speeds
    • Tweaked the boost on the LCAA Hovercraft to avoid it going up vertical walls
    • Swimming close to a LCAA Hovercraft that is on water will no longer result in death

    M5C Bolte

    • Players are now able to shoot passengers within a M5C Bolte more easily
    • Fixed an issue that would cause the MC5 Bolte to fall through the world on Orbital after clipping tree trunks.
    • Fixed an issue that would cause the camera to break when revived from under a LATV4 Recon.
    • Fixed an issue that would prevent the MC5 Bolte from being visible after a call-in is requested
    • Fixed issue where the animation of the M5C Bolte’s main gun could become stuck in the firing animation.
    • MC5 Bolte Missile Launcher has been adjusted, and now also damage tanks 
      • Time to live 10 -> 3.2
      • Engine strength 175 -> 70
      • Damage 70 -> 45

    MAV

    • Fixed an issue that caused the 40mm Volley Pod crosshair to not show up in the MAV
    • Improved text descriptions on the MAV

    MD540 Nightbird

    • Switching seats in the MD540 Nightbird would sometimes alter the FOV. It should no longer do this
    • It’s now possible to shoot the pilot of an MD540 Nightbird through the upper part of the cockpit’s glass

    MV-38 Condor

    • The MV-38 Condor should no longer spin out of control when it gets destroyed
    • Fixed text description on the MV-38 Condor to more accurately reflects its weaponry
    • Fixed an issue where the camera positioning could sometimes become stuck after exiting a MV-38 Condor
    • 50mm Cannon Pod has been tweaked against other vehicles
      • RWS 50mm mounted on Air vehicles
        • Start and End Damage 60 -> 65
        • ImpactImpulse 8000 -> 3000
        • This change means it should now destroy the MD540 Nightbird in 2, instead of 3 shots
      • RWS 50mm mounted on Land vehicles
        • ImpactImpulse 4000 -> 2500
        • StartDamage 85 -> 92
        • EndDamage 60 -> 65
        • Damage FalloffDistance start 180 -> 200
        • Replenish Rate 2.3 -> 2.1

    Polaris Sportsman

    • Players should no longer fall through the game world while driving the Polaris Sportsman on Renewal
    • Made adjustments to the camera setup while driving the Polaris Sportsman, ensuring players retain visibility at all times
    • Players can no longer get stuck in cargo containers while driving the Polaris Sportsman on Breakaway in Hazard Zone

    T28 / M1A5

    • HEAT Shell
      • Impact damage increased by 90 > 115
      • Replenish time per shell increased from 6 > 6,8 seconds

    This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.

    ORIGINAL ARTICLE

    Battlefield 2042 gets update 3.3 and Dice talks about the future of the maps



    Hey everyone! Dice has released update 3.3 for Battlefield 2042, with features like the much-requested scoreboard finally being added to the game.   This update follows last week’s announcement covering their plans for the future of the maps of 2042, with a special focus on Kaleidoscope.   That announcement covered 5 main topics surrounding the maps that Dice is focusing on for season one’s release this summer.   Additionally, VoIP has been promised for their next update which is presently scheduled for an early April release.   In this video, I will go over all the changes that were released with update 3.3 as well as give a brief overview of their plans for the maps and 2042 heading into the future. 

     Update 3.3 was released on March 8th and I would be lying if I didn’t say I was a bit disappointed in the limited offering after about a month and a half of no updates.   This iteration drops with a newly refreshed scoreboard, which thanks to player feedback includes a separate leaderboard for each team, player deaths, score with individual breakdowns, as well as the original match summary from pre-patch.   Dice has emphasized that this is not the final scoreboard and that it will continue to evolve with player feedback.   This update also provides a shortlist of bug fixes, which include the following: 

    Fixed a game crash that could occur on Origin or Xbox One when signing in/out while using an Xbox One controller 

    Setting “Chat” Key Bindings no longer requires a game restart to take effect 

    Adjusted Aim Assist on console to ensure that the system is in effect when analogue sticks are at 100% of their range.   Previously it was only active at ranges below 100% 

    Fixed a bug where takedowns would not result in a kill on Xbox One and PlayStation®4 

    Established new location for our EU Data Centre as Frankfurt 

    Conquest & Breakthrough – fixed a bug where the Securing Objective XP-event was triggered even after a Capture Point was already fully captured 

    Hazard Zone – fixed a visual bug displaying squad mates during the match found sequence 

    Hazard Zone – fixed a bug where the End of Round XP gains sometimes didn’t trigger 

    Also coming with this update is the previously announced steadfast exclusive legendary bundle which includes a few cosmetics and player card items for owners of the gold and ultimate bundles as a “thank you” for their loyalty to the franchise in an attempt to hold them over until the delayed season one.   Believe it or not, this brings us to the end of the patch notes for this update leaving me somewhat confused as to why this update was even delayed? Originally Dice mentioned that update 3.3 would launch mid-late February and was later announced that it would be delayed to early March, but when I opened up the patch notes for this release I found myself saying the same two words I have uttered to myself with almost every dice announcement post-launch, “that’s it?”.

     We are now approaching almost 4 full months since the launch of 2042, and I was hoping for much more with this release to draw me back into the game.   I will be completely honest, I haven’t even loaded up the game since my last video covering changes that I thought could help save the title and was really hopeful for this update, but it seems we have to wait a bit longer before we start to see some real improvements to the game. As previously mentioned, Dice has said that VoIP will be coming in an early April update and that season one would be delayed until summer, but to go along with this dice released the first of what they call battlefield core feedback, quote “to better clarify the design direction that we’re taking, and what’s motivating our decisions to bring improvements to the game via a feedback loop that involves you, our players, more directly.” This announcement then goes on to outline their first key area of focus, the map design.   The article continues; “Based on your feedback, we’ll outline 5 main topics we’ve identified around the current problems that we face with gameplay on maps, their cause, and our current thought process and proposed changes on addressing these problems.   Our intent for this is to be an open discussion with you, so we’re looking forward to hearing your thoughts and feedback about our updated design goals for maps to ensure that we’re making the right calls to bring improvements to the gameplay experience.” The article then breaks down these 5 main points as the following; Traversal, intensity, line of sight, paths, and cover.   These topics are pretty self-explanatory but cover many of the concerns that we have been voicing as players since launch, including the long walks between objectives promoting walking simulator comparisons, the intensity of fights based on spawn and flag placement, line of sight when dealing with fire from all directions, an attempt to include clearer paths between objectives, and addressing the overall lack of cover on the maps.   This is then followed by a quick example of how kaleidoscope is currently laid out with the proposed changes for both breakthrough and conquest, which appear more balanced but I will admit I will miss those intense fights at the original A1 for breakthrough. 

    Although it could be frustrating at times that kind of concentrated gameplay reminded me so much of Operation locker if only for a brief moment.   The proposed layout changes for conquest however appear to give a clear line for players to vie for control over and I’m interested to see how this plays out.   The one disappointing thing to mention here is that these updates will not see the light of day any time soon, with the updates to Kaleidoscope coming with season one in the summer.   Meaning that as of right now it seems it is the only map currently being worked on aside from whatever new map they have planned for season one.   The article goes on to mention how these changes will affect the design of future maps and Dice had this to say ” The biggest action point for ourselves is that bigger maps doesn’t necessarily mean more freedom and playstyles, or fun.   So you can expect future maps to be smaller in scale than most of our release maps.   This also means we are reviewing a possible reduction in the number of Sectors and total Capture Points per map when playing at 128 players.   We’re also thinking about changing the shape of the maps to give them more sense of direction.   We feel that going from a common Battlefield standard of a square shaped playspace, to a rectangular shape most commonly used in some of our older entries in the franchise can better incentivize pushing forward versus circling out sideways.   We feel that this can help to focus areas of combat, enable you to have more focused awareness, and reduce opportunities for enemy fire to come in from all around you.   We’ll also review the player counts across modes such as Breakthrough, as well as the types and number of vehicles that can be used on specific maps.   For example, does it make sense to have (multiple) Jets on Kaleidoscope if that is our smallest map? It’s important to note here that our focus isn’t to limit your available options, but instead to find the right balance which positively enhances your gameplay experience.   Above all, we want you to have fun no matter which map you’re on.” it is good to hear that Dice is seemingly reading the room when it comes to their maps and I am excited to see these changes, however, I get the feeling that these changes may be too little too late as the player count dips and the need for an infusion of new content more apparent day by day.   As mentioned previously I was hoping that update 3.3 would host a long list of changes in the patch notes, and I even waited a day to record this because I honestly thought the patch notes that were released were just a summary, but upon waking up the morning of the update expecting to see a much more in-depth list of changes I was once again brought back to those thoughts of “that’s it?” as no such in-depth list came to be.   I’m happy to see the scoreboard in the game now, but I still hold the idea that it should have been a part of the game from launch and not the main focus of an update 4 months post-launch.   This leaves me little hope for much more than VoIP being added in the next update in April, but I will be sure to cover the patch notes when they come out to pass the info along to you.   What do you guys think? Is this update enough to pull you back in? Is a summer release for season one too late? Let me know down in the comments!

    -VvxOPELxvV

    Update 3.3 Patch Notes

    Battlefield Core Feedback

    Dice announces more upcoming changes and gives a timeline for season 1

    Dice has broken their silence about Battlefield 2042’s future, giving a brief road map of their plans for 2042, including a general timeline for when we will get to see season 1. The release from all 4 studios working on the title which come out this morning promises players that they are “taking action on multiple fronts to address feedback and implement extensive fixes to the game”. The fixes and improvements that will be added through updates include VOIP and a player profile, a tighter squad loop including a refined ping system, feedback-based improvements to gunplay, an improved reward loop, and improvements to the Portal game mode including more tools, modes, and player xp gains. With this focus on fixes to the game, they have also stated that Season 1 will be arriving in early summer, much later than the rumored release date of March, which is very worrying to me.

    I mentioned in my video “11 changes that could SAVE Battlefield 2042” that I felt March would be too late for the release, and that one operator and one map would be too little; a summer release would make that too little, too late feeling much worse. I personally haven’t been playing the game and was hoping season 1 would breathe some life back into the title, especially to get my money’s worth out of the ultimate edition, but I fear that since the player base is already shrinking at a dramatic rate, there won’t be anyone to play against to try out season one. I am interested to see what the updates bring, however, and I will check in on the game as they release. The delay in the release of season one has prompted Dice to acknowledge the season is “later than expected” and plans to compensate gold and ultimate bundle owners with the “Steadfast Exclusive Legendary Bundle” containing a skin for Mackay, the K30, Bolte, and a few other small items.

    This bundle is apparently coming out for gold and ultimate owners with the next update, which was originally said to be coming mid-February but there was no mention of that update specifically in this announcement, instead, talking about an early March update. I will keep my ear to the ground on the this, and I hear anything more will keep you up to date. I have provided a link below if you would like to read the original announcement on the EA website.

    -VvxOPELxvV

    Original Article

    Battlefield 2042 Update 0.3.1

    Dice has released update 3.1 for Battlefield 2042, which makes a few fixes and balance adjustments as we head into the holiday season. As announced in the post, this will be the last update before the new year. The team at Dice will be taking some time off to come back fresh in the new year to get working on season 1. Here’s what they had to say:

    “No-Pats,

    Last week we made Update #3 available to you which included a large set of changes to improve your gameplay experience. We wanted to get those changes in your hands as soon as possible, and now we are following up with this week’s update, as promised, filled with further fixes and balance changes.
    Update #3.1 arrives on December 9. Here is a short summary of key changes to expect:
    Improvements to bullets hit registration consistency.
    Balance changes for bullet dispersion and recoil
    Further balance changes to Ground Vehicle 30mm, 40mm, and 57mm Cannons to reduce their effectiveness against infantry
    A fix for a rare bug where a player could appear invisible to enemies
    Fixes for several bugs related to Grenades and Launchers
    Improvements to the menu flow for Xbox players to make it easier to opt-out of Cross-Play
    Multiple audio improvements to enhance your overall sound experience, focused on clarity, distance and directional perception
    Update #3.1 is our last game update before the start of the holidays. That means our teams will take a break towards the end of this month and return in the new year with fresh eyes ready to go on the road to Season One. We’ll see you again in the new year where we’ll talk more on further changes and improvements you can expect for Battlefield 2042.
    The full update notes are available below. We’ll keep you informed on the roll out of the update and what’s next over on the @BattlefieldComm Twitter account. Here you can also follow along with our tracking of Known Issues, and changes that we’re able to make in real time.

    Happy Holidays,
    The Battlefield team”

    I played a few rounds today and I can honestly say that the game definitely feels better. It feels slightly more stable, and the gunplay is getting closer to where it should be for a Battlefield title. The game still has its quirks, most of which are beyond just balance issues, but I look forward to seeing where season 1 takes us, and what Dice has planned for the future of 2042.

    Have you noticed any differences with this update, good or bad? Let me know in the comments!

    – VvxOPELxvV

    Patch Notes

    Update 0.3.1

    Fixes, Changes, and Improvements

    General

    Players that are not the Party Leader can now cancel while waiting in a queue
    Xbox – Cross-Play can now be enabled/disabled in the Options menu on Xbox
    Your Sort settings will now be correctly remembered when refreshing the Battlefield: Portal Server Browser
    Fixed an issue where loadouts would sometimes be empty on the spawn screen after joining a server, preventing weapon selection
    Made improvements to ensure Aim Assist is more consistent during console gameplay
    Ranger’s effective combat range and overall health has been decreased
    Audio

    Made various tweaks to the overall audio experience to improve clarity, distance, and directional perception
    Fixed an issue where soldiers would not always play indoor specific footsteps
    Weapons

    Removed bounce from Underbarrel Grenades when firing at short distances
    40mm AP Grenades now properly damage vehicles
    Fixed some weapons displaying wrong ammo counts for specific magazines
    DXR-1 and NTW-50 Bolt Action rifles reload animation increased by 0.2 seconds
    Adjusted dispersion values for most weapons, which results in a faster dispersion decrease when tap firing or doing short bursts
    Adjusted dispersion increases for most weapons. It now takes slightly longer for weapons to become overly inaccurate in sustained fire
    Adjusted the recoil values to prevent over aggressive recoil jumps for the AK24, LCMG, PKP-BP, SFAR-M GL, and PP-29
    Improved hip fire accuracy for all SMGs to make them better stand-out from other automatic weapon archetypes
    LMG dispersion and recoil lowered to improve performance in sustained fire
    Additional improvements to recoil control for all weapons, more specifically automatic weapons.
    Increased close range damage and consistency of the MCS-880 when using Buckshot Shell or Flechette Shells
    Fixed a bug that caused bullets to be fired below the player’s aims for the SFAR-M GL and the K30
    Vehicles

    Fixed a bug where vehicle weapons sometimes did not deal blast damage on a direct hit
    We’re reducing the Ground Vehicle 30mm Cannon effectiveness versus infantry. It now overheats faster, has a slightly reduced rate of fire and blast damage, and increased fall off damage at distance
    Rate of Fire 350 -> 330
    Heat Per Bullet 0.13 -> 0.14
    Heat Drop Per Second 0.5 -> 0.475
    Blast Damage 20 -> 18
    LCAA Hovercraft – 40mm GPL Grenade Launcher
    Blast Damage lowered from 55 -> 35
    The 40mm Utility Pod upwards firing angle is now easier to use
    EBAA Wildcat – 57mm Cannon
    Removed dispersion
    Ammo 12 -> 8
    Impact Damage 85 -> 75
    Blast Damage 70 -> 35
    Gadgets

    Frag Grenade

    Increased the time to detonate a Frag Grenade from 1.1s -> 1.4s after first bounce on a hard collision
    Increased damage of Frag Grenades across game modes to deal 120 damage and guarantee a kill on armored players too
    Reduced Frag and Incendiary Grenade max ammo count from 2 -> 1
    Prox Sensor

    Lowered spotting radius from 30m -> 20m
    Lowered uptime from 30s -> 14s
    Lowered amount of Prox Sensor a player can carry and deploy from 2 -> 1
    Battlefield Hazard Zone

    Fixed an issue that caused the roaming Occupying Forces LATV4 Recon to spawn at the wrong times or not at all
    Breakthrough

    Kaleidoscope – Rooftop Capture Objective has been removed. There are now two Capture Objective at the bottom in BT large and one at the bottom in BT small
    Orbital – Rooftop Capture Objective has been removed. There is now a single Capture Objective at the bottom in BT large and BT small
    Hourglass – Rooftop Capture Objective has been removed. There is now a single Capture Objective at the bottom in BT large and BT small. Also fixed an issue where players were spawning out of bounds
    Soldier
    Improvements on back pedaling into objects when being in prone position
    Fixed a rare issue where players could turn invisible when spawning on a full/destroyed vehicle

    Original Article