Happy Thanksgiving @AscendBF, the best BF team! I made @Battlefield-themed YouTube Banner / PFP designs for every single member in the discord, a total of 40.
Logo modeled in Maya, and all 3d elements rendered in Redshift. View them all at https://t.co/0ac9CqW3i5
Slower ADS speed on snipers across the board unless you select a barrel with slower velocity, but can now reliably improve weapon attachments due to cheaper cost. Mini Scout will remain the “aggressive recon” sniper of choice, and the L115 will be found dead in a ditch.
I feel like BF6's character skins have been improving over time, the all black Vulture skin is too clean. Can't say the same for the weapon skins though imo, I'll stick with the Mastery stuff.
#Battlefield6#REDSEC Community Q&A - Recap 📝
Priority Features
🔹 The first iteration of Proximity Chat will arrive late in Season 4 for both REDSEC and Battlefield 6 multiplayer. There will be mode specific rules that will define if enemies can or cannot hear you.
🔹 The Server Browser is expected to live alongside the matchmaker in Season 5, and will be tested within Battlefield Labs ahead of its introduction to the game. They look forward to sharing more on this in a future Community Update.
🔹 They're planning to add a Favorites feature following the implementation of the Server Browser.
🔹 Platoons will be coming progressively across several seasons. The first release during Season 5, and will be focused on the foundations of forming a social group, where players can easily play together and represent the social group to the outside world. Platoons members can easily play together and get XP bonuses by doing so.
🔹 Leaderboards are scheduled to launch during Season 5 for Multiplayer. They're building on the Leaderboards feature that launched alongside Ranked Battle Royale in Season 3, which gave players a way to measure their progress and compare their competitive standing.
Class Balance
🔹 Battlefield Studios has some improvements that they're looking at to make it easier to see enemy recon drones as their icons are unintentionally too difficult to see over distances than intended, which will come later in Season 3.
🔹 The grenade 'throwback' feature might come back in Battlefield 6. Battlefield Studios plans to test this in BF Labs to see how it impacts the core loop and the effectiveness of grenades in general.
🔹 There are a number of mortar balance iterations targeted in Season 3, and the next set of these adjustments will be coming with the next update 👇
"These changes are intended to support a fire and move gameplay, where players will be punished if they sit on a mortar for a long time and fire. These changes include reducing the health and blocking MP-APS from being placed nearby."
Movement / Animations
🔹 Currently, they don't have plans to add any new aim penalties for spam jumping or animations to the ping system. There are no immediate changes planned to repeated spotting.
Matchmaking
🔹 The team is looking into improving the matchmaking balance in both Battle Royale and Multiplayer. Battlefield Studios affirms they're constantly looking at auto balancing teams with the goal of getting matches to be fair without being heavy-handed.
Destruction
🔹 They're looking at 'massive destruction of set pieces' in some of the Season 5 maps. Those set piece destructions will have an impact on some Points of Interest for those maps.
Modes
🔹 Battlefield Studios is looking at bringing in more Operations in future seasons.
🔹They don't have any plans right now to bring back 32v32 Breakthrough.
Maps
🔹 New Sobek City and Blackwell Fields reworks will go live through BF Labs later this year. Battlefield Studios plans to launch both reworks in Season 5.
🔹 In terms of design philosophy, the improvements they've made to Golmud's lines of sight, cover density, and airspace are now their baseline. They're actively applying these lessons to their future maps and the upcoming reworks that are releasing during Season 5.
Weapons
🔹 Battlefield Studios is not planning changes to Thermal Scopes.
🔹 They're looking to reward precision more to achieve the fastest Time To Kill possible with automatic weapons in particular 👇
"What that means in practice is that you will still be able to kill a player in close range relatively fast but for that you will need to be a lot more intentional with how you're aim at a soldier. Aiming for the head or the chest will be key if you want to kill someone quickly and this will be felt in duels in general and also means that you're more likely to survive an engagement.
Limb multipliers is not the only thing they're looking at though, they'll be talking about gunplay very in-depth later in Season 3 ahead of the changes going live."
🔹 Recoil mechanics, first shot recoil multis, base/max spread values, random recoil variation.... Battlefield Studios says they're cooking some changes on Battlefield Labs that will release in Season 3 Phase 3 with plenty of details about gunplay in a deep dive on the topic.
🔹 There are currently no plans to adjust attachment costs.
🔹 They're looking forward to improving reticle visibility. They know some sights can be hard to read in certain lighting conditions, and they're exploring improvements there. They'll be adding some experiments into Battlefield Labs, ahead of them arriving into the main game.
🔹 They're reviewing the effectiveness of sniper rifles in all their experiences and with all skill levels. You can expect some adjustments to sniper rifles, particularly with projectile ballistics.
🔹 Battlefield Studios is aware that there is still the issue of accidentally performing a 'kit swap'. This is something on their radar to improve in the near future.
🔹 Recoil variation will receive adjustments in a way that will make handling more predictable and put more important on shooting technique (i.e. burst-firing an automatic weapon to effectively hit targets at ranges). Those changes will have some meaningful impact on gunplay mastery.
Vehicles
🔹 Air Radar is targeted for an upcoming update in Season 3.
🔹 They're aware of an issue between the flares and all AA missiles.
🔹 They're exploring multiple vectors when it comes air vehicle balance and current Anti-Air strength.
�� Jet customization is coming in future seasons.
Soldier Customization
🔹 Battlefield Studios wants to keep a balance between realistic military skins, and skins that take more liberty with milsim realism like the "Lights Out" skins. They'll continue following that strategy in future Seasons.
Lore / Story
🔹 Their plan for future Seasons is that the countries behind Pax Armata will take a bigger role.
🔹 Dagger 1-3 will be back in future Seasons after Season 3.
🔹 Moving forward, they're embedding more environmental storytelling directly into the maps themselves. They're also looking at leveraging major features like Operations to give the community a deeper narrative context as the war evolves.
User Interface and HUD
🔹 They're creating a 'Clear all markers' across several menus coming in Season 3 Phase 3. They have some work they're are also targeting a future season to make logic changes across the game to make the appearance of these less oppressive overall.
🔹Battlefield Studios doesn't have any short term plans to add more HUD customization. They're aware the community is asking for more elements of the HUD scaling.
🔹 Battlefield Studios says orange dots death "is approaching," but they need to figure out something else.
Competitive
🔹 The Elite Series is coming before the end of the year.
Easter Eggs
🔹 The Phantom Program might return to Battlefield 6. Stay tuned 👀 💀
REDSEC
🔹 Battlefield Studios is not currently planning on moving Gauntlet from Ft. Lyndon, but it's something they can consider in the future.
🔹 Battlefield Studios attempted to fix the glare / lightling issue in the last patch, but it did not solve the problem. They have additional fixes coming in the next release, and will continue to monitor it until they resolve completely the issue.
🔹 They're looking into scoring changes and gameplay tuning in Ranked. Sharing ranked points between team mates and improving the scoring is a priority for them.
🔹 The current plan for Casual BR is to have about 1/3rd players and 2/3rds bots, and only in Quads.
This implies big changes coming to snipers regarding bullet velocity and bullet drag, meaning:
- slower velocity makes bullet drop more visible at shorter ranges and feel less like "hitscan"
- lower bullet drag values on long range ammo would improve the max ranges to offset "bad" velocities (think L115 currently, it definitely needs this)
- lower bullet drag is required so that they can implement higher magnification scopes or else the bullet will exit your screen too fast 😅
- if they individually change the bullet drag values per sniper then they can dramatically change how same-y they all currently feel
- future sniper implementation could feature very low bullet drag at the cost of slow ADS/Reload/Rebolt etc to actually be meant for long range only.
If you liked the way sniping was in BF3/BF4, this would be a big step in the right direction if done correctly.
@CrunchTime4L I think it's worth it, here's a comparison. Left sniper doesn't use it and will have that rainbow effect if I'm in their sweet spot range, the one on the right is using anti-glare and is much more hidden.
The Senior Environment Artist behind #Battlefield3 and #Battlefield4, Andrew Svanberg Hamilton, has re-joined DICE as Senior Art Director on Battlefield.
Andrew also worked as Art Director on #BattlefieldV.