BATTLEFIELD 2042 UPDATE #8.3.0
Author: TOTALfps,
published 7 hours ago,
Hello there,
We are back with another small update coming to Battlefield™ 2042, which will be the last scheduled patch this year. It will also feature the return of the Holiday Protocol, which comes with brand new rewards and a chance to grab last year’s loot in case you missed it!
//The Battlefield Team
Community Calendar
Discover a wide variety of Community Events, Featured Experiences and Double XP moments taking place on Battlefield 2042 via our frequently updated [url=https://www.ea.com/en-gb/games/battlefield/battlefield-2042/community-calendar]Community Calendar[/url]!
Stay Informed
Follow us on [url=https://www.reddit.com/user/battlefield/]Reddit[/url] and [url=https://twitter.com/Battlefield]@Battlefield[/url] to stay informed on the latest news, and on [url=https://twitter.com/BattlefieldComm/]@BattlefieldComm[/url] for the rollout of updates and other live service changes. Join the official Battlefield Discord server over at [url=http://discord.gg/Battlefield]discord.gg/Battlefield! [/url]
[b]Vehicles:[/b]
[list]
[*] The Draugr now only shows up in the personal category.
[*] Vehicle EMP fired grenades no longer get stopped by amps, to make them consistent with the behavior of hand thrown EMP grenades.
[*] Aligned collision on the Pondhawk to minimize players hovering on top of it.
[*] Added a reactive hint to the HUD when in a falling air vehicle without a pilot, to alert and encourage players to take control of the driver seat. Before you crash, you know?
[*] Fixed a bug where damage numbers would not take vehicle armor into account, causing the numbers to show as higher than actual damage dealt.
[*] Fixed a bug where the deploy screen icon for the “spawn on foot” feature of the CAV Brawler would rotate with the vehicle.
[*] Fixed an issue where equipping amps on a vehicle would cause collision issues with certain objects such as vegetation. Those plants really were coming to get you.
[/list]
[b]Weapons:[/b]
[list]
[*] Fixed an issue where swapping to the M1 Garand when sprinting had a delayed animation for holding the weapon.
[/list]
[b]Armor Piercing Ammo[/b]
Over the years with Battlefield 2042, we have consistently seen players raise concerns about Dozer’s efficiency regarding their offensive capabilities across most of our maps. This update introduces a slight change to Armor Piercing which now allows for those rounds to pass through Dozer’s Ballistic Shield with reduced damage.
The team continues to look at balancing around Dozer, and we will further assess your feedback once this update has rolled out; however the penguins now hope that Dozer won’t be as scary the next time you run through the corridors on Exposure.
Below you will find the changes to Armor Piercing Ammo in connection to Dozer’s Ballistic Shield, the damage it shows is a percentage for example with Assault Rifles 10% bullet damage will pass through Dozer’s Ballistic Shield if you are using Armor Piercing Ammo.
[list]
[*] Sniper 45% damage per bullet against penetration vs shield
[*] Sniper Anti-Material Ammo 80% damage per bullet
[*] Railgun Single Shot 25% damage per bullet
[*] Railgun full auto/burst: 10% damage per bullet
[*] AR 10% damage per bullet
[*] DMR 25% damage per bullet
[*] Revolver 25% damage per bullet
[/list]
Additional Armor Piercing & Dozer Changes:
[list]
[*] AP grenade launchers now will deal damage to Dozer if fired at the shield
[*] Dozer shield deploy time has been lowered by 80%
[*] All AP ammo from all primary weapons can now penetrate the shield and deal lower damage to Dozer
[/list]
[b]Characters & Gadgets:[/b]
[list]
[*] Fixed a bug where damage numbers would sometimes not match the actual damage dealt when dealing low damage multiple times.
[/list]
[b]Portal:[/b]
[list]
[*] Added the ability to place ammo stations to Custom Conquest, TDM, and FFA experiences.
[*] Fixed an issue that would let you press deploy even when it was on cooldown.
[*] Fixed an issue where custom score target could cause the score calculator to be incorrect.
[*] Fixed an issue causing Ascension Points not having a value for non-2042 factions.
[*] Added a mutator to portal for admins to allow players on their server to swap teams via the “Escape” / “Pause” menu.
[*] >> This is only accessible when the player isn’t spawned in.
[*] >> There is no restriction on how often you can swap or to which team for now, as this is a feature for admins to allow more freedom on their servers. With great power comes great responsibility.
[*] Added objective airdrop XP to custom game modes.
[/list]
[b]Progression:[/b]
[list]
[*] Objective Airdrop: If a passenger leaves an air vehicle and goes into a contested objective within a certain amount of time after leaving the vehicle, the pilot gets an Objective Airdrop XP event. This event also gives points on the scoreboard.
[*] Vehicles Boosted: If you enter a vehicle that was previously owned by the enemy you get an XP event.
[/list]
[b]Modes:[/b]
[list]
[*] Fixed a bug where players were unable to ping objectives in the Shutdown gamemode.
[/list]
[b]Gameplay Flow & Social:[/b]
[list]
[*] Small performance improvements for the Redeplay and Death flow.
[*] Fixed a bug where the “Ferocity” headgear for Blasco would appear twice in the headgear customization menu.
[*] Updated Huron vehicle description in the deploy screen.
[/list]
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.