We’ll do changes to these weapon types to make sure the time it takes to kill enemies feels just right. Some weapon types are pretty much exactly where we like them, but others stand out in their power – especially the fully upgraded ones. Thanks to the tons of telemetry data – literally billions of kills – from the Open Beta, we’ve been able to balance the strength of certain guns. TTK and TTD are naturally tied to how powerful the weapons of Battlefield V are. If players were able to come back to the battlefield immediately, there would be chaos on the map, so moderation is key. It’s important not to overdo alterations to respawn and bleedout times, since they affect how busy a match is. This will make for a tighter experience and benefit Medics, since players won’t hesitate to shout out for help. If you’ve spent a lot of time bleeding out, the waiting time in the squad follow camera before spawning will be shorter. When shot down, the length of your bleedout time will be taken into consideration when you get to the squad follow camera screen. On top of this, we’re adding a new functionality. The revive icon and audio for revive shouts will be polished to make it easier to see and hear squad mates calling for help. Also, the time spent in the squad follow camera – AKA the “parrot camera” – will be reduced. This has been tweaked bleeding out now goes much faster than before. If you played the Open Beta, you might have found it took a while to get back into the action after having been downed by an enemy. We’re adding a distance haze, which makes other players pop more, and you’ll also see fixes to lighting levels and visibility bugs in general. On the Rotterdam map in particular, we noticed that a clearer separation between the background and the foreground was necessary. This is forcing us to create the best player visibility system Battlefield has ever seen. As you may know, Battlefield V won’t have the tortilla chip-shaped spotting icons on the top of players’ heads, making you rely on your vision (or the spotting-specialized Recon Class) instead. Seeing both enemies and friendlies in the heat of a fight is, of course, vital. This provides more opportunities to score points from construction and adds something fresh to the flow after spawning beyond just sprinting towards the enemy. They won’t be completely cut from the map, but instead of being pre-built, they will need to be constructed by players. When it comes to Supply Stations, we’re removing some. We’re also considering letting you start your fight with a Health Pouch that can be used one time. For certain weapons, you’re going to have more ammo, and other weapons will see an increased max amount for ammunition. In general, players are going to spawn somewhat more capably in the final game. In community-created polls following the Open Beta, we’ve seen that most players want us to tweak the attrition – which we are doing. It encourages you to be mindful, as well to be more thoughtful and tactical instead of just spawning, sprinting, and dying. First off: having limited ammo and health is key to optimizing the gameplay tempo. Let’s kick off with Battlefield V’s attrition.
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