Test Battlefield 2042 im Test: Was ist denn hier los?

Pessimist 80 schrieb:
Weiß nicht ob n Spiel mit grad so 16 durchschnittlichen Spielern noch und einer geschlossenen Veteranen Alpha zu empfehlen ist xD. Eigentlich schade drum aber fertig wird das Ding wohl eben auch nie.
Hatte es 2019 im Juni mal angespielt, grundsätzlich coole Designentscheidungen aber das hilft am Ende auch nicht, das Spiel ist höchst wahrscheinlich DoA aufgrund von Early Access und verpennt gerade seinen Release, sowie die besten Verkaufschancen. Die ganzen gestrandeten 2042 Spieler könnte man da abgreifen aber das war auch schon damals so, als BF 5 ne Enttäuschung war, genau da hab ich in WW3 ins Auge gefasst.

Najut, immerhin haben se das Projekt noch nicht eingestampft aber viel hat sich in 2 Jahren ja wohl auch nicht getan dort wenn ich mir aktuelle Videos anschaue.
 
eax1990 schrieb:
Weiß nicht ob n Spiel mit grad so 16 durchschnittlichen Spielern noch und einer geschlossenen Veteranen Alpha zu empfehlen ist xD. Eigentlich schade drum aber fertig wird das Ding wohl eben auch nie.
Hatte es 2019 im Juni mal angespielt, grundsätzlich coole Designentscheidungen aber das hilft am Ende auch nicht, das Spiel ist höchst wahrscheinlich DoA aufgrund von Early Access und verpennt gerade seinen Release, sowie die besten Verkaufschancen. Die ganzen gestrandeten 2042 Spieler könnte man da abgreifen aber das war auch schon damals so, als BF 5 ne Enttäuschung war, genau da hab ich in WW3 ins Auge gefasst.

Najut, immerhin haben se das Projekt noch nicht eingestampft aber viel hat sich in 2 Jahren ja wohl auch nicht getan dort wenn ich mir aktuelle Videos anschaue.

WW3 bekommt sicherlich auch grad nen kurzfristigen push, sieht man schon bei den alten BF teilen, vor allem BF4. Das ist in 2-3 Wochen wieder weg wenn die Masse sieht dass es auch nichts anderes ist wie in BF 2042 und dann interessiert es keinen mehr.
 
whph schrieb:
WW3 bekommt sicherlich auch grad nen kurzfristigen push
Da das Spiel nach wie vor nicht öffentlich zugänglich ist, wird das kaum möglich sein. Interesse vielleicht ja, aber in Spielerzahlen kann sich da schlecht etwas tun. Ab morgen gibt es einen Closed Beta Test für Veterans (die, die das im EA gekauft hatten, wie ich z.B.) oder solche mit CBT Pack, also letztlich gekauftem Zugang zur Beta.

Ich bezweifle das viele nach BF 2042 dann in die nächste Beta springen, auch wenn diese wenigstens ehrlicherweise als solche betitelt ist ;)
 
Cerebral_Amoebe schrieb:
Nur noch 8Kerne/16Threads werden genutzt, pff.
Das wurde hier auch so festgestellt:
https://gamegpu.com/action-/-fps-/-tps/battlefield-2042-test-gpu-cpu

Und keine Änderung in Aussicht.
Zumindest in der roadmap für das kommende "große" update am 25.11. bzw. 27.11. wurde nichts von cpu limit vermerkt. Ich muss aber sagen dank GSync läufts bei mir einigermaßen flüssig (latenz für mich ausreichend gut). Normalerweise peile ich immer 100-120fps an.
Btw. über die console kann man direkt sehen dass die engine aktuell auf 8 cores beschränkt ist (ohne analyse).
Thread.MaxProcessorCount
 
Zuletzt bearbeitet:
wie läuft es so mit dem Patch von heute?
Ich habe im Nvidia-Treiber die Bildschärfe auf 0.36, dann schaut es in wqhd besser aus!
 
Habe gerade Battlefield 4 mit Zavod Karte gespielt, was für ein Traum!! Das ist noch echtes Battlefield! Danach hat man echt keine Lust wieder Battlefield 2042 anzuschmeißen. Es hat keine Seele mehr...
 
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BmwM3Michi schrieb:
wie läuft es so mit dem Patch von heute?
Ich habe im Nvidia-Treiber die Bildschärfe auf 0.36, dann schaut es in wqhd besser aus!

Hatte nochmal getestet. Bei mir läufts jetzt in 2160p genauso gut/schlecht wie in 1440p (80-105fps in Solo).
Bei 1440p habe ich ca. 70-75% Last auf der GPU, bei 2160p sinds 90-95%.
Ist schon merkbar besser wie im pre-release, kann aber nicht sagen ob es sich nach dem letzten update nochmal verbessert hatte.
 
Bei mir lädt er grad ein knapp 7Gb (6,57Gb) grosses Update herunter.
Dann mal hoffen das die Server auch schon gepatcht sind und glei mal schauen was sich denn so geändert hat.

Update 0.3.0

Fixes, Changes, and Improvements


General

  • The Recent Players screen now include everyone from previous matches to allow for easier user reporting
  • Made improvements to the “Interaction” system by switching the default "INTERACT" text on multiple interactions to reflect the action you are about to do, i.e. "OPEN CONTAINER", "CALL ELEVATOR"
  • Resolved Kaleidoscope server room lighting issue
  • Resolved an issue related to the velocity / trajectory while spawning in jets
  • Improved helicopter animation in level fly-bys during insertion
  • Improvements to address an issue where players killed in vehicles would fall beneath level geometry
  • Improvements to streaming assets in deploy screen presentation
  • Player no longer gets stuck in a zipline/rope after exiting a vehicle after entering it too close to a zipline or rope
  • Exiting an open seat early in the enter animation no longer causes your aim pitch to lock up
  • Correct field of view is applied immediately following insertion sequences
User Interface

  • Improved the Collection screens, making them easier to use and clear as to what you’re interacting with
  • Improved the ways in which you’re able to manage your attachments via the Collection screen to reduce the number of interactions you need to have when building your loadouts
  • Enhancements to our Player Card screen and End of Round (EOR) to provide additional polish
  • Added new markers to make your newly unlocked items easier to find
  • Improved screen transitions when entering and returning to the Main Menu
  • Improved Report a Player flows, specifically around toxicity and cheating reports
  • The in-game scoreboard now properly scales to match screen safe-zone settings
  • Fixed instances where the scroll function didn’t work in the Options screens
  • Implemented Focus restoration for screens so the focused button is remembered when re-entering a screen
  • Fixed visual effects remain on screen during End of Round
  • CommoRose
    • Improved responsiveness of CommoRose opening
    • Fixed inactive objectives showing in the CommoRose for defenders in Rush & Breakthrough
    • Fixed objectives not showing in the CommoRose for attackers in Rush
Matchmaking & Friends

  • Improved the experience between EOR and the Main Menu
  • Improved Matchmaking reliability and reduced instances of Matchmaking failed
  • Improved Crossplay invite flows
  • Fixed Rich presence update issues, ensuring that your friends are better able to track where you are in Game
  • Addressed servers getting stuck in unresponsive game states, where rounds fail to properly start
  • Fixes to Friend Invitations for players on PC
  • Fixed an issue where the friends list was sometimes not fully up to date

Progression and Unlocks

  • Introduction of weekly missions, providing set challenges that reward cosmetic unlocks
  • Added 1st match bonus of 1000 Dark Market Credits for Hazard Zone
  • Improved overall XP/Rank tracking and reliability
  • Improved Mastery rank tracking
  • Improved reliability of Player card tracking
  • The required level to unlock an item is no longer visible once the item is unlocked
  • Fixed a bug where Mastery Badges weren’t displaying within the Portal Collection menu
  • Fixed an issue that was not properly awarding XP for Angel resupplies
  • 3D preview of vehicles now displays the correct customizations in the Collection menu
  • Added a notification when reaching a new Player Card Badge tier
  • Added a notification when reaching a new Mastery tier
Rendering

  • Addressed a variety of visual flickering and stuttering issues
  • Improvements to water rendering when Aiming Down Sight (ADS)
  • Added sight definition for iron sights to allow correct ADS for the VCAR
  • Leaving ADS is now smoother than before on Xbox One and PlayStation 4 consoles
  • Addressed multiple graphical issues affecting water reflections
  • Addressed an issue with character rendering for players joining a match in progress
  • Made improvements to artifacts affecting DLSS implementation
  • Fixed flickering in the oasis water in El Alamein on deploy
  • Fixed animations sometimes glitching when picking up a weapon from the ground
  • Fixed Aircrafts sometimes showing up with wrong landing gear visuals
  • Fixed issue that would cause incorrect bullet impact effects when shooting near water
  • Fixed Ju-87 Stuka Gunner Seat firing visual effects not aligning properly with the airplane
  • Shifted PSO-1 Scope forward on AN94 to prevent clipping into screen while idle
  • Fixed skinning issues for several PP-29 Weapon Skins
Maps

  • Over 150 individual fixes, small changes, and improvements across all of our Maps
  • Improved level geometry issues across all levels addressing issues such players getting snagged or trapped
  • Resolved multiple spawning issues
  • Resolved visual glitches such as lens flare, visible seams in skydome
  • Resolved a large number of collision and placement issues
  • Addressed issues affecting local audio placement in multiple Maps

Battlefield Hazard Zone

  • Made improvements to visual presentation of Dark Market Credits
  • Modified the Squad and Player Screen to remove enemy squad names
  • Modified the Scoreboard to no longer show connected enemy players
  • Added additional flares to Extraction Zone, offering players better visibility of extraction area, as well as providing additional cover
  • Added new spawn locations for initial Data Capsules
  • Increased the amount of Data Drives initial Data Capsules can contain
  • Made improvements to the Data Drive Scanner’s accuracy and enemy identification
  • Resolved an issue where two teams could extract simultaneously
  • Resolved warnings to alert players they’re being scanned sometimes not appearing
  • Made it easier to interact with Data Drive pick-ups
  • Added a distance read-out for the next available Extraction Point
  • Improved the end-of-round camera placement
  • The "Modify" button in the lobby now takes you back to the Perk tab
  • Initial Data Capsules now only spawn a maximum of 4-6 Opposing Forces
  • Drones inside the extraction Condor will now be destroyed upon leaving
  • Added XP for completely eliminating an enemy squad
  • The Redeploy icon is now part of the soldier and vehicle world icon
  • Fixed players sometimes being able to pick up more than their max capacity of Data Drives
  • Fixed instances where the Round Bonus XP was inaccurate and the End of Round was not triggering correctly
  • Fixed an issue where the countdown in the lobby would not start if the player was tabbed out
  • Reduced width of lobby summary information
  • Added an animation and audio cue when the player's Remaining Balance changes in the lobby
  • Combined Tactical Items tab into a single tab in the lobby
  • Made lock icon visuals more clear while in the lobby
  • Added an option to Quit from the waiting for players to join and pre-round lobby menu
  • Fixed an issue in the lobby that made it difficult to understand what Tactical Items are being selected
  • Fixed an issue where voice over would get cut off too early at the end of round
  • Fixed issues with voice over heard by extracting players
  • Fixed issues with random audio triggers for the Data Drive Scanner
  • Fixed missing music when squad gets eliminated
Battlefield Portal

  • Added Server Info for the Pause Menu
  • Added support for reporting a server from the Pause Menu
  • Added support for server admins to write periodic server messages
  • Simplified the Server Settings screen design
  • Fixed an issue where bullet spread would be too high when trying to fire while zoomed right after sprinting for some Portal weapons
  • Fixed maximum human players displaying incorrectly in the Modifiers Tab for FFA game modes
  • Added different loading music based on which Portal map is loading
  • Setting a low Max Health multiplier for vehicles will no longer cause them to spawn in on fire
  • Aircraft within Portal now display their equipped missiles and bombs correctly
  • Added a UI indicator for Rush to show when the next sector will start
  • Fixed a visual issue while reloading several Launchers (RPG-7, SMAW, Bazooka, Panzerschreck)
Builder additions

  • Rush game mode layouts for all 2042 All-Out Warfare maps (through Portal)
  • New official Vehicle Team Deathmatch game mode
  • New official Team & FFA Gun Master templates
  • New official Infection template
Rules Editor

  • Added the ability to detect what players were killed with in order to apply additional Logic
  • Enable the portal SetTeamId block to be usable with AI
Battlefield 1942

  • Fixed spotting issues for the Binoculars
  • Fixed an issue that caused the M3 Halftrack and Sd. Kfz 251 Halftrack to sometimes dip into the terrain
  • Fixed an issue that caused the 9K22 Tunguska-M to take too much damage from some vehicle MG’s
Battlefield: Bad Company 2

  • Improved the M416 reload animation
  • The Tracer Dart now locks successfully on tagged vehicle
  • Mortar Strike can no longer be fired while not zoomed
  • Additional tuning to the UAV-1
Battlefield 3

  • Fixed a bug that could cause the M3A3 Bradley primary and APFSDS-T Shells to continue firing uninterrupted
  • Fixed a bug that prevented the SOFLAM and MAV gadgets maintaining their previous aim direction when a player re-entered them
  • Fixed a bug that caused the MAV, EOD Bot and SOFLAM gadgets to show a preview model after it had already been placed
  • Added new and classic voice over lines for damaging/killing an enemy with a Defibrillator using BF3 Assault characters
  • The Mi-28 Havoc and AH-64 Apache Rocket Pods now have the same reload time
  • EOD Bot now has a Vehicle Status Icon to assist with driver orientation
  • Rebalanced the Su-35BM Flanker-E to match the health of other jets
  • The FGM-148 Javelin now has two distinct firing types
  • Balancing pass on C-RAM and Pantsir stationary
  • Increased the reload time for Guided Rocket
  • Fixed passive spotting issues for the MAV

UX Improvements

  • Made a series of visual, audio, and gameplay improvements to weapons, vehicles, and gadgets
  • Improved the Plus Menu customization experience
  • Fixed navigational issues on the Player Card Collection screen
  • Added a new Options to select damage the indicator color for soldiers and vehicles
  • Added a new crosshair option to change damage indicator shape thickness between: Thin - Medium - Thick'
  • Replaced the "Accessibility" button in the Experience Selection with "Accessibility & Options"
  • Fixed the color picker preview in Options menu often showing black, instead of the actual color
  • Pinged objects now remain visible when occluded
Conquest

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

  • Tuned capture times for Breakthrough
  • Improved out of bounds defender spawning in Breakthrough to ensure easier safe spawning
  • Made improvements to the Breakthrough UI to enable you to better track round progress in the form of a Game Mode Widget
  • The Game Mode Widget inside the Scoreboard has been updated to put emphasis on sectors and attackers reinforcements. Note that it only displays while playing Breakthrough and Rush
  • Elapsed time is now added and trackable in both the Scoreboard & Deploy Screen.
  • Added a pulsating effect on the Team 1 (attacker) score and progress bar when their tickets are =< 25% of their initial tickets. This is also present in the GMW in the HUD, Scoreboard and Deploy Screen for both Rush and Breakthrough
  • Made UI improvements to indicate when the attacking team has reached the last sector
  • Made UI improvements to indicate when the defending team loses a sector
  • Fixed an issue that could cause the End of Round screen to display inaccurate scores for the attacking team

Dynamic World Improvements

  • Addressed issues for VFX affecting late-joiners
  • Made improvements to correctly align the bridge behavior on Kaleidoscope for late joiners to the match
  • Made improvements to correctly align the destructive silos state for late joiners in Renewal and Orbital
  • Improved interaction of SG-36 Sentry Gun and elevators
  • Quality of Life fixes and improvements to interact prompts
  • Tornado and smoke visual effect improvements
  • Resolved a large number of collision issues with large scale animation events
  • Improved location-based sandstorm audio experience
  • Improvements to destruction audio
  • Adjusted the timing for automatic doors
HUD

  • Added a UI element that shows nearby players that can revive you within 50m when downed
  • Added a UI element that shows incoming revivers when downed and pinged by a player that intends to revive you
  • When low on ammo or health, nearby friendly players within 50m will now show a resource icon above their head indicating that they can provide you with health or ammo
  • Increased Big Map Resolution for improved navigation
  • Added health bars on enemy vehicles (up to 200m) and enemy soldiers when looked at (up to 50m)
  • All player world icons now scale over distance, making them smaller when far away in an effort to reduce icons cluttering the screen
  • Time before revive completion is now visible for the downed player when being revived
  • Fixed an issue where friendly player icons would sometimes not be hidden behind walls, which caused screen clutter
  • Fixed an issue where friendly soldiers are missing their blue UI icons when a player is in a downed state
  • Fixed an issue where some player names don't show when looking at multiple soldiers or vehicles next to each other
  • Changed the visibility behavior of the fire mode icon in the HUD. By default, the fire mode icon is now visible if it is currently possible to change fire-mode. The behavior can be changed to allow the fire mode icon to always be visible (even if it’s not possible to change fire mode) or turned off. The option is called “Fire Mode Indicator” under “HUD” Options
  • Added an option that allows for the disabling of the button prompts visible in the HUD
  • Added message about which player healed you when getting healed by other players
  • Added message about which player shared ammo when getting ammo from other players
  • Fixed an issue where IFF markers on squad members do not change with colorblind option
  • Improved visibility of IFF marks over distances
  • Fixed an issue where IFF markers would not be visible when using low video settings
  • Fixed an issue where the HUD/UI sometimes wasn’t visible when joining a Portal game after quitting the previous Portal match
  • Reload UI hints now stop pulsating after 4 seconds
  • Added an option to show or hide button prompts in the HUD
  • Added an option to show or hide the Reactive hints in the HUD (reload, low on ammo etc...)
  • Added an option to customize the visibility of the fire mode indicator's prompt and icon in the HUD (When available, Always ON, ADS Only)
Bots

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

Audio

  • Improved reliability of various ability sounds when offscreen, such as reviving, SOB-8 Ballistic Shield, flares, wingsuit, parachute, vehicle smoke discharges and system repairs
  • Improved weapon audio for enemies firing at the player, including at a distance
  • Switched lock-on warning sound with incoming missile warning sound
  • Tweaked audio during End of Round
  • Added a ping sound for "Request Revive" to help mark your location
  • Tweaked the sound when pinging a downed friendly player
  • Made improvements to ground vehicle gear shifts and suspension sounds
  • Warning and Transmission sounds will no longer repeat on vehicle low health
  • Switched locked on warning sound with incoming missile warning sound
  • Added audio for damaged engine fires on vehicles
  • It’s now easier to hear the LCAA Hovercraft when it’s behind players
Specialists

Angel

  • Loadout Crate
    • Players that require armor and can receive it now have a white outline around them to indicate that the magnetism will throw the armor to the outlined player.
    • When using the Loadout Crate, players can now scroll if more than 4 loadouts are available
    • Visual effects and polish on destruction and despawning of Loadout Crate
    • The cooldown for the resupply action on the Loadout Crate is now shared between Loadout Crates
    • Added a unique sound when picking up armor
    • Added the ability to self-apply armor with Angel's Supply Bag
    • Loadout Crate can now no longer be called-in when underneath tall buildings
    • Added a hand gesture animation when placing the Loadout Crate
    • Angels armor and ammo supply pouch now auto targets towards friendlies with low ammo and not only low armor
Irish

  • Fixed an issue where switching to Irish via Portals SetPlayersSoldier command would cause the Deployable Cover ability to not play any animations
  • Updated Irish's gadget preview video found on the "More Info" screen
  • DCS Deployable Cover
    • Fixed an issue where the DCS Deployable Cover Minimap Icon was not displayed correctly
    • Improved reliability of the DCS Deployable Cover’s deployable placement allowing placement on more angled surfaces
Dozer

  • SOB-8 Ballistic Shield
    • Fixed an issue where the SOB-8 Ballistic Shield didn’t block bullets when inside an elevator.
    • Fixed an issue where Dozer would not be targeted by Boris's SG-36 Sentry Gun and AI ignoring the user while having a SOB-8 Ballistic Shield equipped.
    • Fixed an issue where players couldn’t enter vehicles while the SOB-8 Ballistic Shield was equipped
    • Fixed an issue where reviving is hard to perform while having the SOB-8 Ballistic Shield equipped
    • Fixed an issue where killing a player with the SOB-8 Ballistic Shield would also take the victim’s dogtag.
    • Fixed an issue where players were flung up in the air after being melee’d by Dozers with his shield equipped
    • Fixed a bug where Dozer could steal a takedown kill from friendlies using shield bash
    • Reduced Dozer's deflection damage from his shield
    • Removed the headshot multiplier from Dozer's deflection damage
Rao

  • Cyber Warfare Suite
    • Added a short grace period for Rao's Cyber Warfare Suite when something occludes the target being hacked. This will help most frequently when trying to hack vehicles that may be driving in front of trees
    • Fixed issue where the Cyber Warfare Suite would trigger "Enemy Hacked" voice over without eligible enemies being present
Paik

  • EMG-X Scanner
    • Added a sound effect for the victims being scanned by the EMG-X Scanner
    • Fixed missing sound for AR-Scanner when owner of ability is out of view
    • The EMG-X Scanner should now be able to spot targets above or below Paik.
    • Disabled the usage of EMG-X Scanner while inside vehicles
    • Fixed the EMG-X Scanner’s “target found” audio effect not working for targets beyond 20m
Casper

  • OV-P Recon Drone
    • Fixed an issue where user is unable to deploy the OV-P Recon Drone while in a prone position
    • Improved the visibility of Enemy Recon Drones; they now have lights making them easier to see
    • Players now switch back to their previous weapon after exiting the OV-P Recon Drone
    • Updated OV-P Recon Drone EMP hint message to clarify that firing requires a lock on
    • Increased the range of the EMP on the OV-P Recon Drone
    • Fixed an issue where Casper’s OV-P Recon Drone is sometimes unable to lock onto enemy targets
    • Increased the OV-P Recon Drone’s movement speed
    • Increased the OV-P Recon Drone’s hitbox size to make it easier to hit.
    • Adjusted the “near drone” spotting distance
    • Adjusted the size of the spotting area when controlling the drone’s camera view.
Boris

  • SG-36 Sentry Gun
    • The SG-36 Sentry Gun will now be destroyed when the owner dies instead of when the owner is downed
    • Fixed an issue where Boris’ SG-36 Sentry Gun would not be able to acquire targets that are near a vehicle
Sundance

  • Moved Sundance's scatter grenade to detonate after first bounce to allow victims the chance to move away if they are thrown at low altitude
  • Wingsuit
    • Fixed an issue where the repair tool crosshair was visible in the wingsuit when you entered the wingsuit whilst having the repair tool equipped
    • Fixed an issue when undeploying and then deploying the Wingsuit can cause 1p view while flying
  • Grenade Belt
    • Fixed an issue where the Sundance’s Anti-Armor grenade could get stuck circling in air after the targeted vehicle deploys counter-measures or attempt to target another vehicle instead
    • Adjusted the behavior of Sundance’s splitter fragment grenades to bounce once before detonating
Falck

  • S21 Syrette Pistol
    • Added Lock On and Lock Off sounds for S21 Syrette Pistol for when a target is designated by the magnetism of the S21 Syrette Pistol
    • Players that require health and can receive it now have a white outline around them to indicate that the magnetism will fire at the outlined target.
    • Added healing VFX for when you’re being healed by the S21 Syrette Pistol
    • Added sound feedback for when being healed by the S21 Syrette Pistol
Mackay

  • Grappling Hook
    • Fixed an issue where the Grappling Hook rope got misaligned in front of the gadget after changing FOV settings
    • Fixed the vault after the Grappling Hook animation where it could cause camera jerks or provide no animation at all
    • Reduced damage of the Grapple Gun

Vehicles

  • Fixed issue where missile countermeasures sometimes didn’t work, causing missiles to not blow up and instead reacquire the same target
  • Made exit position from vehicles more consistent
  • Made improvements to controller vibration for vehicles
  • Fixed an issue where the MD540 Nightbird Mounted 20mm Cannons hitting the ground can appear frozen
  • Balanced MD540 Nightbird Mounted Miniguns spread buildup and convergence
  • AH-64GX Apache Warchief & KA-520 Super Hokum 127mm Anti-Vehicle Rocket Packs will no longer have blast impulse upon firing
  • Fixed an issue where a player driving the LCAA Hovercraft can not be shot through the front window
  • Fixed the F-35E Panther repair system ability missing from customisation
  • Added an option to have vehicle boost as toggle or hold
  • Fixed an issue where vehicles took double damage when getting hit through glass
  • Improved TOW Missile Projectiles flying behavior
  • Removed blast impulse on Attack Helicopters Anti Vehicle Rocket which caused nudging of vehicles on hit
  • Fixed instances where vehicles sometimes would become stuck on world geometry
  • Fixed an issue which prevented the Ranger from turning into a ragdoll when destroyed. Destroying the Ranger will look a lot more natural now.
  • Fixed a bug where Ranger would lose connection to player who called them in after being downed
  • Fixed some wheeled vehicles continuing to roll backwards when reverse is released
  • Adjusted FOV sense of speed effect on vehicles
  • Land vehicles could sometimes get "stuck" when driving on top of something that makes all or most of the wheels lose contact with the ground. It should now be easier to become unstuck from these situations by giving normal throttle and steering input
  • Fixed kill camera going under ground when killed in a vehicle
Weapons

  • Fixed some issues that prevented visual hits from registering when firing on an enemy target. Note: further improvements are still being investigated
  • Fixed the 8X Scope having a faster ADS time than the others
  • Fixed M44 revolver chambering an extra bullet; it will now correctly reload 5 bullets instead of 6.
  • Fixed an issue where a soldier is unable to shoot after getting hacked while in a vehicle
  • Reduced switch back to weapon delay after throwing grenade
  • Fixed an exploit that allowed to have unlimited ammo and rapid-fire grenades from the 40mm Underbarrel Attachments
  • The 40mm AP projectile no longer incorrectly shows a proximity indicator
  • Ammunition can now be supplied to 40mm Underbarrel Attachments and their different ammunition types
  • Adjusted reticle position and brightness on PK-A and Kobra, making these optics easier to use
NTW-50

  • Reduced effectiveness of the NTW-50 against vehicles
  • Anti Materiel Rounds magazine size increased to 5
  • Lowered Anti Materiel Rounds damage multiplier against heavy vehicles
  • Lowered Anti Materiel Heavy Rounds damage multiplier against all vehicles
Gadgets

  • Gadgets no longer pause their cooldown when the player enters a vehicle
  • Gadgets will move with elevators rather than getting destroyed
  • Carl Gustaf, RPG, Wildcat AA missiles, Bolte missile barrage will not re-lock onto vehicles if they have been flared
  • Adjusted glass on Orbital to allow grenades to pass through windows instead of bouncing back at players
CG Recoilless M5

  • Fixed a bug where the CG Recoilless M5 would not lose its lock on to enemy air vehicles when locked on via SOFLAM Designator and the target deployed countermeasures
  • Adjusted range finder and time of flight information on the Recoilless M5 to better mirror its proper gameplay capabilities / timings
C5 Explosive

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

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

  • Fixed an issue that caused Mines and other deployables to not trigger sound effects when deployed from inside a vehicle
Medical Crate and Ammo Crate

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

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

  • Ensured that the grenade warning icon does not draw under certain elements of the HUD like the minimap
Repair Tool

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

  • Fixed an issue where picking up an Insertion Beacon would not make any sounds.
  • EMP now blocks spawning on Insertion Beacons
  • Reduced the delay before the Insertion Beacon is placed after throwing it
FXM-33 AA Missile

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

  • Added turn in place animations for one-handed and two-handed gadgets
  • Proning with your legs dangling in the air will push you off that object, however allowing for time to correct yourself
  • Reduced occurrences where Specialists can be seen with low quality animations in the distance
  • Adjusted the pose of the legs when falling to avoid legs blocking the view
  • Adjusted soldier animations when swimming.
  • Various visual adjustments and fixes for Specialists
  • Addressed issues where players prone on thin surfaces could be seen floating in the air. They will now tend to fall if the surface is not large enough.
  • Fixed a bug where players could get stuck in swimming state on ground
  • Fixed missing weapon deploy animation when transitioning from water to land.
  • Fixed issues where the soldier would sometimes not properly follow the ground when sliding
  • Fixed an issue where jumping would be buffered if holding jump when trying to stand up from crouch or prone pose
  • Fixed an issue where it is not possible to look up and down enough while prone on a slope
  • Fixed an issue where character hands were not in contact with ladders when FOV was higher than default
  • Fixed an issue where you could turn and see your own headless first person body while on ladders
  • Fixed an issue where setting the “Always Traversal Sprint” Option would sometimes not allow the player to traversal sprint with the intended speed
  • Fixed an issue where attempting to traversal sprint while swimming resulted in an incorrect swimming animation.
  • Fixed an issue where your first person soldier would sometimes not play the correct sprint animation
  • Fixed an issue where certain vehicle weapons could deal damage to soldiers by damaging the parachute.
  • Fixed an issue where your third person animation could get stuck in a prone turn in place loop even though you had stopped turning

Melee

  • Adjusted the timing of sound of takedowns on enemies being prone
  • Improved the speed in which the weapon switches when watching another player melee attack
  • Decreased the range in which you can melee a player
  • You can no longer perform a takedown on a soldier climbing a ladder
  • Meleeing unoccupied light vehicles now allows you to slightly push the vehicle which can help when vehicles get stuck.
  • Fixed an issue where players sometimes got thrown up in the air while using melee
  • Fixed takedowns on enemies lying prone not working from all angles
  • Fixed an animation issue while taking down an enemy that is prone on stairs
  • Fixed a camera bug for meleeing players while standing on a moving platform
  • Fixed a bug where melee attacks in water could put the player in a broken state
  • Fixed an issue where players were able to gain velocity by hopping on and off a ladder and hit melee

PatchNotes on ea.com

Edit:

Okayyyyy, die Server scheinen also noch nicht ready zu sein :(
 

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Contor schrieb:
Deren Ernst? Immerhin teilt Dice damit den Käufern mit, dass sie Software im Entwicklungsstadium besitzen und nutzen :D

Wer's nicht versteht: Klassicherweise ist alles < 1.0 vor Release. Eigentlich wäre so etwas also Version 1.3 und nicht 0.3...finde das angesichts des Zustand des Spiels daher recht belustigend.
 
vllt rechnen die das am ende ja zusammen??

aus 1.0.0 + 0.3.0 wird dann 1.3.0 .......

warum es jetz allerdings noch einen "Rush" Modus zusätzlich zum "Durchbruch" gibt, versteh ich jetz nich ganz, is doch quasi das selbe....

naja, dank server fehler 1004G kann man leider noch nicht all zu viel zum patch sagen weil man ja ausser im menü nix machen kann....

aber immerhin gibts ein schönes laufband worin man darauf hingewiesen wird das der fehler bekannt ist und sie dran arbeiten....

so long....

 
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Ich muss nochmal was loswerden zum Thema performance (unabhängig vom aktuellen Update):
Bei 2160p habe ich so gut wie kein CPU limit mehr.
Damit geht jetzt auch DLSS und ich hab tatsächlich merkbare Unterschiede zwischen DLSS "Quality" und "Balanced". Quality im Schnitt grob 100 fps und Balanced 115 fps (in Solo). Grafik-settings maxed out.
In 1440p, wo das CPU limit noch stark reinkickt, habe ich mit selben settings durschnittlich grob 85 fps.
Habe aber das Gefühl dass die Latenz und damit inputlag mit aktiviertem DLSS merkbar größer ist wie ohne (evtl. in Zusammenspiel mit G-Sync? G-Sync alleine merke ich gar nicht).
Meine Wahl wird deshalb 2160p ohne DLSS sein, da habe ich auch ca. 85 fps wie in 1440p, aber eben ohne den merkbaren input lag.
 
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Okayyyyyyyyyyyyyyyy

Mein erstes grobes Fazit:

shootguns sind die neuen sniper, helis fliegen wieder als würde ich steine werfen...

klamotten etz... sehen immernoch aus wie dx9 ........

wiederbeleben wenn einer auf seiner knarre liegt geht immernoch nich, man wechselt nur die knifte....

die neuen reflektionen hingegen sind mir sofort ins auge gestochen und gefallen mir sehr (haben mich in den ersten paar minuten sogar vom spielgeschehen abgelenkt) weis aber nich obs am Ray Tracing liegt oder nich, jedenfalls sind die im gegensatz zu vorher heftig finde ich.

fands intressanter den feind in der pfütze beim sprung vom haus zu sehen als diesen abzuknallen gg

performance technisch merke ich gar keinen unterschied...

das ärgerlichste war jedoch das ich erstmal unter "Dokumente" den kompletten "Battlefield 2042" Ordner löschen musste da sonst keinerlei vernünftige steuerung (zu fuss keine horizontale steuerung und andre sachen) möglich ist/sind.

dadurch muss man jedoch auch alle custom einstellungen bei grafik, tastenbelegung etz. erneut vornehmen.........

also eher ernüchternd bisher das ganze.....
 

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Man muss die Datei nicht löschen.

Es reicht einfach wenn du im Gamemenü die Mausbelegung fürs Umschauen löschst, aus dem Menü wieder aussteigst damit es gespeichert wird. Dann wieder ins Menü zurück und einfach wieder belegen wie es vorher war.
Alles andere bleibt somit erhalten, anstatt den ganzen Ordner zu löschen und alles neu einzurichten.
 
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@DaysShadow ja eh, wenn es andere Probleme gibt. Ich hatte aber kein anderes Problem bis auf die nicht funktionierende horizontale Bewegung meiner Sicht mit der Maus.

Das einzige Problem welches ich von Anfang an habe, auch während der Beta, ist das ich die Fahrzeuge mit den Pfeiltasten nicht optimal steuern kann. In der Außenansicht kann ich kein Fahrzeug steuern da sich mein Blickfeld immer in Richtung der eingeschlagenen Räder mit dreht. Wenn ich also links lenke sehe ich das Fahrzeug von links usw.
Muss immer in die Ich-Perspektive zurückschalten damit es steuerbar ist.
 
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Bin jetzt Rang 65 und es ist einfach totlangweilig.

Wollte das NTW-50 haben aber es ist ... nicht gut.

Naja, immerhin war es ein Steam gift.
 
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cplpro schrieb:
Wollte das NTW-50 haben aber es ist ... nicht gut.

Das Ding wurde abgeschwächt. Vorher war die Waffe auf kurzer und mittlerer Distanz ganz ok. Auf langer Distanz war es auch vorher ätzend. Da hat das Projektil eine Flugbahn wie ein Regenbogen und man muss so weit vorhalten, dass man den Gegner gar nicht mehr sieht. Also ungeeignet.

Es werden mMn die falschen Waffen zu stark verändert und mit dem aktuellen Patch sind sogar neue Bugs hinzugekommen. :freak:
All das unterstreicht sehr deutlich, wie unfertig man das Spiel auf die Leute losgelassen hat. Immer noch Beta.
 
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Wenn ich EA wäre:
Battlefield 3 Engine nehmen, ein paar neue Maps und Raytracing rein, alle sind happy :-)
 
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