View Full Version : BF1 server news (the do-not-buy-this game topic)

07.10.2016, 21:50
Hey, I hope you are ready to cancel those pre-orders, because you will be stucked with Matchmaking/Official servers until 1st November, where rentable server will be available - ONLY through EA.

English: https://www.battlefield.com/news/article/rent-a-server-for-battlefield-1
German that states 1 novembmer: https://www.battlefield.com/de-de/news/article/rent-a-server-for-battlefield-1

Welcome to the console world, my PC friends.

08.10.2016, 09:33
Predictable business diversification to up revenues

08.10.2016, 10:51
I wasn't pre-ordering anyways as I wanted to see some reviews of the game before buying (even if I liked the beta), but now I'll have to wait until we get details on how admining the servers will work.

09.10.2016, 10:54
The longer the BF4 servers stay up the better IMO.

Beta was fun bu with weapons being forced in their own ranges I can see it becoming boring very fast.

14.10.2016, 09:14
There are also no Hardcore / Classic mode. Not until 1st November, where server renting will be available. But maybe there will be normal only, who knows.

23.10.2016, 10:18
Hardcore mode is confirmed. No news about classic-mode though. If you want to help spark some attention about this, post in this topic I created: https://forums.battlefield.com/en-us/discussion/37423/what-about-classic-mode-100-health-squadleader-spawn-only-3d-spot-off-no-autoheal-no-kill-cam

30.10.2016, 10:39
Classic mode on DICE's to do list, with no set date, so put up your tent and wait

01.11.2016, 14:13
What we know so far:

Hello Battlefield Community,

We’d like to share a bit more information about the Rental Server program, coming this November.
As you know, Rental Servers for PS4 and Xbox One have gone through EA. Now with PC Rental Servers also going through EA, there’s quite a lot of questions. Let’s answer some now:

How much will it cost? (64 player 60Hz)


1 day: $2.99
7 days: $11.99
30 days: $42.99
90 days: $99.99
180 days: $149.99

When will the Rental Server Program Launch?
We’re excited to bring RSP to Battlefield 1 this November.

What types of features can I expect?
The biggest question, of course. We will update this thread tomorrow with some of the features you will have in the RSP.
Note: One of the top requested features if the Kick/Ban feature. We hear you and are working on rolling that out after the launch of the RSP.

What types of features can I expect?
Among many other settings, players renting servers will be able to adjust:

ticket count
bullet damage

Additional features you can enable/disable in rented servers:

Kill Cam
Friendly Fire
3D Spotting

Will there be RCON or PROCON tools?

We are commited to developing in-game support for the most popular plugins used with previous Battlefield titles to ensure that admins have similar levels of customization. However, the new RSP servers will not support 3rd party tools like RCON or ProCON. Please stay tuned to the Battlefield channels for more updates.

Why are the prices different for PC and console?

PC servers will be running at 60Hz, with console servers running at 30Hz. Pricing has been adjusted accordingly. Please stay tuned to the Battlefield channels for more updates.

Are the prices for servers affected by slot-size?

Server rental prices are not set by slot-size, but the slot-size will vary depending on the mode chosen in the rotation. Please stay tuned to the Battlefield channels for more updates.

Still somewhat vague with no ETA announced. Additionally no confirmation on kick/ban mechanics. Also it seems that you have to rant a 64 player server even if you only choose to host for 48 players for example.

Link (https://forums.battlefield.com/en-us/discussion/34210/battlefield-1-rental-server-program)

15.11.2016, 20:02
The whole rent-a-server seems to be rather bare bones at the moment. We'll probably have to wait for a while for a working solution.

Some rant (https://forums.battlefield.com/en-us/discussion/59055/do-not-rent-a-server-heres-everything-it-lacks)

16.11.2016, 07:46
To be honest, after bf4 it would have felt awkward if DICE would have delivered bf1 in vanilla state from day 1. Its good to see there´s something we can be mad about, otherwise part of the tradition would be lost. And I am desperate for classic and hardcore in bf1... w/o nightvision, this will be a lot better than in bf4

11.01.2017, 20:36
An Update on the Rent a Server feature:


Working on:

- Admin Control Panel
- Kick/Ban
- Ban & VIP Lists
- Password Protected Servers
- Squad Leader Spawn Only
- Behemoth on/off toggle

12.01.2017, 00:03
Thanks for the post Xianz, hadn't seen this yet. :icon_up:

The post may be good news, but the fact that we're still talking about future patches is pathetic...

13.01.2017, 06:20
An Update on the Rent a Server feature:


Working on:

- Admin Control Panel
- Kick/Ban
- Ban & VIP Lists
- Password Protected Servers
- Squad Leader Spawn Only
- Behemoth on/off toggle

It's rumored that it will be released with the spring/summer patch. So still have to wait 3-6 months.

13.01.2017, 10:08
It's rumored that it will be released with the spring/summer patch. So still have to wait 3-6 months.

I fear till then the game will be pretty much dead on PC. Unfortunately player stats don't look too convincing.

My hopes lay on Rising Storm 2: Vietnam (http://www.risingstorm2.com/) now.

13.01.2017, 11:03
I´m pretty sure as soon as the servers can be set accordingly the game will be a blast, as actually it can even be a bit fun to play solo or with 1-2 sm on stinky normal conquest. But it is totally unnecessary to present a game like bf1 with huge potential and then screw it up with server setup issues... probably DICE wants us to suffer a bit before delivering. The one big plus this game has is the whistle from squad lead. Go Billy

13.01.2017, 14:43
The one big plus this game has is the whistle from squad lead. Go Billy

:icon_up: MOAR WHISTLE!

13.01.2017, 16:51
I would like them to clarify this bit some more:

Admin Control Panel
A separate screen you can reach from inside the game where you will find functions such as Kick/Ban along with Ban and VIP lists.

Can you have multiple admins? Do you have to be in the server to access the control panel or is it enough to be in the new-battlelog-whatever-thing?

14.02.2017, 17:06
BF1 Winter Update is live:


We’re happy to share with you some of the features we’ve been working on the last couple of months. In the Battlefield 1 Winter Update we’re bringing back the ever-popular ribbons from previous Battlefield titles. We’ve also heard your request to up Class Rank caps from 10. The new max Class Rank is now 50. Oh, and there will be unlockables on the way to maxing your Class Rank.

There are plenty of other new features and improvements, both big and small, in the Battlefield 1 Winter Update. We look forward to seeing you on the Battlefield!

You will now be able to collect Ribbons as you play. There are 20 different Ribbons to collect, and each time you get a Ribbon you also receive a 300XP. The Ribbons are designed to promote good teamplay and playing the objective. If you have suggestions for other Ribbons you’d like us to add, we’re always listening! This is just the beginning.

It is now possible to unlock an Elite Codex for eight of the available primary weapons in the game. All you need to do is get 500 more kills per applicable weapon. Not only will you get a shiny Elite Codex, but you will also be awarded 25,000 bonus XP. Not bad when you’re chasing those new Class Ranks.

The new max Class Rank will now be 50. At every 10 new Class Ranks you'll receive a Battlepack, and when you hit 50, you will be granted some extra nice Class flair in the kill card to taunt your fallen foes. There will also be Dog Tags that you can unlock as you progress towards max Class Rank 50.

With the Winter Update we’re releasing some highly anticipated rent-a-server features. RSP admins will now be able to kick players from their server using the in-game UI, or swing a mighty ban hammer if someone is misbehaving. RSP admins will now also have prioritized access to their server.
On top of this, we’ve added the feature to vote for the next map after a match is over. Players on the server will get two options to vote for, and whichever alternative gets the most votes will be the next map. The options will be randomly selected from the server’s map rotation. This is done during the end of round screen, so no extra time between rounds has been added.


Fixed some parts of vehicles that were improperly placed in front of 1p cameras when taking or repairing damage to them.

Fixed tank driver weapon visuals not functioning correctly for other players when the driver uses a 3p camera.

Fixed an issue where the Heavy Tank would not show on the minimap when firing.

Reduced the cooldown of gas abilities on vehicles from 30-32s to 25 seconds to make up for reduced gas duration.

Fixed issue where multiple tanks could become available to a team when they shouldn't be.


Fixed an issue where the Warbond symbol overlapped the amount of available warbonds in Arabic language.

Fixed an issue where the kill log would be visible in the deploy screen in Hardcore mode.

Fixed an issue where player nametag would not show in the kill log for some type of kills.

Improved the logic for fading out crosshairs and UI when aiming down sights.

Fixed English spelling error for magnification.

Kit rank progress bar now becomes invisible once you reach max rank.

Vehicle selection is now disabled while the preround countdown is running in order to provide a more fair selection process for vehicles.

Increased the time for re-selecting invalid deploy points from 3 to 10 seconds to avoid 100% automatic reselection when squad members are under fire.

Fixed issue where amount of warbonds could overlap UI container.

Fixed issue where XP boost could overlap UI container.

Fixed an issue where players would join an Operation when it had progressed too far, almost at the end.

Improved performance in the menu system.

Tweaked design of friends list.

Player will now track first medal by default.

RSP server information will now display owner of server.

Now sorts regular servers below RSP servers in the server browser.

Added server information in ...-menu.

Fixed a bug where joining server animation started twice when joining server.

Fixed a bug where the user remained in hang after failing to join a server.

Fixed a bug where the tracked medal was not highlighted.

Fixed a bug where players were unable to see the highlighted text in end of round.

Fixed a bug where players were prompted with "Matchmaking failed" when switching between Quickmatch modes.

Fixed a bug where the party hub did not update party members.

Fixed a bug where stats required reentering the weapons page to update.

Fixed a bug where players were unable to invite to party from comcenter after booting the title via party game invite with a 6+ people party.

Fix animation issue on personalized recommendation cards.

Fixed a bug where personalized recommendation cards would not fade.

Fixed a bug where the context menu was misaligned when the user clicked on it for the first time.

Fixed a bug where the highlight was broken after the user selected a vehicle with service star in the vehicle tab.

Fixed a bug where players were left in hang when dismissing the "Matchmaking Failed" while the "you have no scraps" prompt was active in loading screen.

Fixed a bug where players could scroll using "R" in the comcenter on console.

Fixed a bug where the end of round countdown stopped when quickly navigating through the tabs.

Fixed a bug where the mouse scroll did not work in list of recommendation cards.

Fixed a bug where content moved around in the menu when players were spamming down on the d-pad.

Fixed a bug where players entered an unplayable state when attempting to join a game session via the Xbox friend's tab.

Fixed a bug where it was not possible to inspect skins in the Inventory.

Fixed a bug where Standard Battlepack real-money price sometimes did not show up.

Fixed 7 UI related crash bugs.

Fixed several localization issues.


Fixed an issue with floating debris after destroying a table.

Fixed an issue where players could get stuck in a table.

Player will no longer clip through the visual mesh of windmill interiors.

Grenades and dynamite will no longer fall through the floor of the windmill balcony.

Removed flickering effect on tall wooden fences.

Destruction fixed between tall wooden fence parts.

Fixed Conquest spawn locations on Suez. Moved one up so player no longer spawns underground, moved another out of a tree.

Fixed issue where underwater sounds could get stuck on land.

Fixed issue where the player could move on top of the map on Argonne Forest.

Fixed issue where Hint Line for train did not disappear after performing indicated action or even leaving the behemoth on Conquest, Suez.


Side gun meshes weren't rendering for 3p spectators depending on which weapon was used and if that particular seat was spectated.

Fixed an issue with the "Tankghewehr 1918" Elite weapon replenished ammo after picking up any dropped weapon kit.

Bayonet charge kills should now properly award service stars.

Fixed illogical behavior when using K Bullets with the Martini-Henry.

Tweaked post reload delays to better match animations on the following weapons:

Cei-Rigotti 0.4 to 0.6 s.
Mondragon 0.5 to 0.5667 s.
Selbstlader 1906 0.8 to 1.0667 s.
Bodeo 1.1 to 1.0 s.
Bulldog 1.0 to 1.1 s.
Increased long reload time of Autoloading 8 .25 Extended from 2.9 to 3.066 s.

Improved Selbstlader 1906 aimed accuracy, reduced recoil and decreased spread.

Increased horizontal recoil by 14.3%:

Automatico Trench
Hellriegel Factory
M1909 Storm
Madsen Storm
MG15 Storm
BAR Storm
Increased horizontal recoil of Lewis Optical and M1909 Optical by 10% when ADS.

Reduced horizontal recoil of some self-loading rifles:

Autoloading 8 0.6 to 0.4.
Cei-Rigotti 0.64 to 0.56.
M1907 SL 0.84 to 0.7.
Upped recoil decrease of "Low Weight" SLRs from 6 to 7.

Increased damage of the Martini-Henry between 30 and 80 meters slightly.

Reduced the damage of impact grenades from 80 to 72"

Tweaked the damage behavior of the 12 g Automatic shotgun to balance all variants better against each other:

Extended: Increased pellet cone from 1.6 to 1.8 degrees. Should now two hit kill a healthy target up to about 18 meters.
Backbored: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 19 meters.
Hunter: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 21 meters.
All: Moved out damage dropoff by 1 m and added damage curves.
Model 10-A Slug changes:
Reduced aimed dispersion from 0.3 to 0.24 when stationary and from 0.50 to 0.48 when moving.
Increased muzzle velocity from 380 to 420.
Reduced damage against gut, arms and legs.
Added ability to kill a healthy target with shots to the gut or upper arms within 8 meters.
Increased lethal range from chest shots from 10 to 11 meters.
Evened out recoil direction.
Increased No.3 Revolver rate of fire in ADS from 119 to 138.

Added missing tiered reloading to flash flares.

Fixed Selbstlader 1906 and GasserM1870 last round fired animations for accuracy.

Fixed Gasser round-in-cylinder rotation during reload loop.

Fixed slide travel on several automatic pistols during fires and reloads.

Fixed hammer position of Mars pistol during reload.

Fix of Auto Revolver reload interrupt tiers and speedloader visibility.

Removed visual recoil from ADS fire anims on Mle 1903, Pieper Carbine, 1903 Experimental.

Fixed issue with tiered reloading in the Mle 1903.

Corrected Frommer Stop Auto magazine capacity from 14+1 to 15+1.

Corrected errors in moving dispersion for crouched hipfire on shotguns.

Retune of Revolver No 3 reload audio to match new animation. Added hammer cocking to ADS firing animation.

Retune of Luger1906 Reload Audio to match new animation.

Automatico M1918 sometimes showed the wrong name (it was called Modello 1918 in a few places).

The Tankgewehr now resupplies 4 rounds at once.

Made damage of the Russian 1895 Trench and Horse drop slower to give them a slightly better 2 hit kill range.

Retuned audio on Gasser reload to match new animation. Added hammer cock/decock to Deploy and Undeploy to match animation.


Fixed an issue in Spectator where a 1P overlay appears for spectators viewing players in fortress guns in 3P or when spectating the artillery truck driver in 3P while the driver zooms.

New button added in Spectator mode to view the gamer card of a spectated player.

Added button labels to the view modes in Spectator mode for PS4/Xbox One.

Bayonet recharged sound could trigger from any soldier on spectator clients. This should now only occur for spectated soldiers.

Added extra check for "not team neutral" to gate announcer VO when in Spectator mode Freecam or Tabletop views.

Added gates to Impaired Hearing Mixer, Low Health Mixer, Gas Supression Mixer to not activate for spectators in freecam/tabletop view.

Added extra checks for Low Health and Gas Supression SFX/mixers to start if spectator enters player view while SFX/mixers should be active.

Possession announcer VO will now not play for freecam and tabletop spectators.

Fixes Pre-EOR music not activating for spectators (all game-modes).

Gated "Lost Objective" VO to not play for spectators in Conquest/Operation/Domination.

Fixed corrupted VFX when players shoot the Flare Gun in all camera modes.

Fix for parts of the train disappearing while spectating a player in the train in 3rd person or director.

Fixed the Spectator boundaries to be the same as the plane boundaries on Giant's Shadow.

Fixed a spectator bug with the behemoth icon staying at the center of the screen if you exit player view mode before it is moved to the final position at the top of the screen.

Fixed an issue where the option "show player outlines"/Squad Pin stopped working when switching through players.

Fixed an issue where the player could not select the numbered freecam they were just on from a drop camera.

Fixed a bug where Battlepacks and Medals were present in loading screen when joining as Spectator.

Fixed a bug where players did not receive the option to join friend as spectator on consoles from comcenter.


Improved cavalry victim experience. You should no longer get killed by cavalry using a saber from multiple meters away.

Fixed errors where Elite Kits had unintentionally high health regeneration delays and carried too many grenades.

Increased the threshold for suppression effects to prevent suppression from occurring too early.

Reduced gas duration from 22 to 15 seconds.

Tweaked suppression effects and low health visuals.

Fixed VO issue in Rush when defenders have interacted with telegraph to send enemies coordinates.


Fixed PC custom keybindings not properly remapping for Behemoths.


Reduce maximum displacement of high ping players when missing updates.

Fixed huge extrapolation times for good connections after frame spikes.


Added custom game setting to toggle Behemoth.

Added custom game setting to toggle Squad Leader Only Spawn.

19.02.2017, 09:16
I got some spoilers for you - Almost all updates regarding RSP are not in the patch, only the new admin system, which is not a system, but only the server owner who get the rights to kick/ban. :D

So there is no:

Now sorts regular servers below RSP servers in the server browser.

Added custom game setting to toggle Behemoth.

Added custom game setting to toggle Squad Leader Only Spawn.

What this means is that renting a server is still absolutely pointless, because RSP servers gets 0 traffic, and you can still not create Classic-mode like in BF2/2142/BF4. And you still need 20 players to start off a server. :icon_lol:

20.02.2017, 11:41
We might get there in the end. How long did it take them to get classic in bf4 again. ;)

25.04.2017, 09:49
Looks like we are getting somewhere (finally). With the next update server seeding will be reduced to 6, servers will be allowed to get pw protection, platoons are back (and if you cap a flag as platoon it will show S7 on the flag, which I think is great) and so on. Almost didn´t believe they would try to make this a teamplay game anymore... . They also work on VIP lists for servers and some more features.

25.04.2017, 14:13

25.04.2017, 15:07
in german


or in video from level cap


25.04.2017, 16:58
Thanks! Still not holding my breath on this though. :/

26.04.2017, 15:22


26.04.2017, 21:47
lol, I suggest age 30+ servers for mature gamers. No whining, no flaming, no handholding, just ptfo

27.04.2017, 13:02
lol, I suggest age 30+ servers for mature gamers. No whining, no flaming, no handholding, just ptfo

I would be among the first to get banned- no bueno :D

27.04.2017, 14:14
Spring update notes:


27.04.2017, 19:35
Hello Everyone,
Being a successful Battlefield player is all about playing the objective and working together as a team. With the Spring Update, we want to further push the team aspect of Battlefield and make teamwork an even bigger part of the experience – with the introduction of Platoons as this update’s central feature.
In this update, we are also releasing some much asked for server administration settings – yes, we heard you! More on that below.
We hope you will like the new features, bug fixes, and balance tweaks. See you on the Battlefield!
Jojje “Indigow(n)d” Dalunde
Jesper “TheBikingViking” Nielsen

Get ready to team up. Today we are introducing the first wave of Platoons features for Battlefield 1. It’s something a lot of you have been asking for, and that we are very happy to finally release. Our focus in this initial release is to add some of the core and most essential Platoons features, such as the Platoon Tag, while building a robust system that we can continue to expand and improve going forward.
Below is an overview of what’s available in this initial release:

Create & Manage - Any player can create a Platoon; you are however limited to one General role, the highest rank and the rank a Platoon creator starts with, at any one time. When creating a Platoon, you can add the following info:
Name - This is required and must be 3-24 characters. Names are not exclusive.
Tag - This is required and consists of 1-4 alpha-numerical characters. Tags are not exclusive.
Description - This is optional and can be up to 256 characters long. Use this to describe your Platoon however you see fit.
Emblem - You can choose an emblem for the Platoon from your own personal Emblem gallery. The emblem is then “copied” to the Platoon, meaning that if you later update your own emblem, it’s not automatically reflected in the Platoon emblem.
Access Type - This selection defines how other players can and cannot join your Platoon:
• Open - Anyone can join the Platoon instantly.
• Apply-to-Join - Anyone can apply; Platoon members with permissions can accept or reject applications.
• Closed - No one can join the Platoon while in this state.

It’s always possible to change any of these values or settings at any time, as long as the Platoon member has permission to modify it.
General - This is the highest Platoon rank and there can only be one General in the Platoon at any one time. The creator will initially get this rank, but can transfer it to someone else (which must be done if you want to leave the Platoon). The General has access to everything, including the option to change name, tag, and even disband the Platoon.
Colonel - Colonel is the second-highest rank and has access to most Platoon management tools, such as editing the description, emblem, and the access type. This means they can step in for the General most of the time.
Lieutenant - The Lieutenant is the lowest level rank with management permissions. Mainly their ability is to accept or reject Platoon applications, if the Platoon is set to “Apply-to-Join”, as well as link their Rented Servers to the Platoon.
Private - Private is the initial rank any new member gets in the Platoon. This rank doesn’t give you access to anything, besides the fact that you are now a member of the Platoon and can represent it and join other members playing. As a rule of thumb, you can always promote someone else to one rank lower than your own, and demote or kick members that are one rank or lower than your own. Rank permissions also always stack, so if you’re promoted you can know for certain that you have the same access as before – and more.
Find & Join - Platoons is all about playing together. In the “Find Platoon” section, you will sometimes get a list of recommended Platoons to join, which is currently based on other Platoons that your friends are representing. Once you’ve found a Platoon, its access type will determine how easy it is for you to join. Maybe you can simply join it right away, or you must apply. If you’re unlucky it’s closed, and that’s that.
Representing and Playing with Your Platoon - For many players, representing your Platoon is what it’s all about and we have tried to make this process easy, smooth, and awesome with the new system. First, you can always only represent one Platoon at any given time, and you can also choose not to represent any. You will retain your membership and rank in the Platoon; it’s basically just something you toggle. When you represent a Platoon, its tag will automatically be displayed in front of your name and its emblem will automatically be displayed wherever your emblem is usually displayed. This essentially “overrides” your equipped emblem; when you represent a Platoon, we want you to really represent it.
Besides having the tag and emblem, if you fill up a squad with other players that represent the same Platoon, the squad will automatically be renamed to the Platoon’s name. Furthermore, if your represented Platoon contributed the most to a Flag Capture (with at least two members present), a pennant carrying your Platoon emblem will be shown on the flag pole. More bragging rights for you.

We currently employ limitations of 100 members per Platoon – if your group is more than 100 people, we suggest you create more Platoons with the same name, tag, emblem and description – and you can at max be a member of 10 Platoons. This includes pending applications; if you are a member of 8 Platoons and have 2 Platoons with pending applications to join, you will not be able to join or apply for any other Platoon unless you leave a Platoon or cancel an application. Increasing these limits are something we will consider going forward.
One of our primary focus areas has also been to more easily facilitate playing together in groups, so we’ve added the ability to always see where your Platoon is playing and join them.

If you’ve ever played as a Medic, dashing through hailstorms of bullets and explosions disregarding your own safety to get to a fallen team mate, only to have them “skip” at the very last second, you know how frustrating it can be.
You can now “spot” the dead player to indicate that you are on your way to them. The player will see your name blinking in the death screen and show as “incoming medic”. The medic will also shout that he is coming.
If they decide to skip anyway, they didn’t deserve to be saved in the first place.

This is one of the areas where we are getting a lot of feedback, so it feels great to be able to finally release some new features to the community:
• Server admins can now add other players to a list to give them admin rights to the server.
• A server can now be set to need lower numbers before pre-round ends (from 20 to 6).
• We are also adding the ability to use password protected servers.
Just as with the other parts of the game, server administration functionality is something we will continuously improve over time. This is the beginning. Please keep giving us feedback on what to improve next.
Other feedback from the community is that more weapons are wanted. And we agree! With this update, we’re introducing four new weapon variants – one for each class:




Complete special weapon assignments to unlock each weapon.

We brought in the Ribbon system from earlier Battlefield titles with the Winter Update. We’re very happy with how it turned out, so with the Spring Update we’ve decided to expand the system by adding 19 new Ribbons.
The focus with the new Ribbons is to promote teamwork. You will now get Ribbons for performing tasks such as spotting, reviving, resupplying, repairing, healing, and more.

There are five more Dog Tags to get with this update:
• Battlefest 2017
• Answers HQ
• Sakura & Murata
• Regimental Stein
• Play to Give
Frontlines - Fixed issue where combat areas weren't activated during warmup, meaning you could go out of bounds.
Frontlines - Fixed issue where timer would not start. Longest game recorded was over 3.5 hours long.
Fixed issue where combat areas could cause minor visual bug in minimap.
Updated the physical material for rivers and lakes on the terrain. Water explosions should now look correct.
Set small game modes on consoles to be 60 Hz.
Increased width of rain texture to avoid tiling patterns.
Fixed multiple glitch spots.
Fixed multiple glitch spots.
Fixed an issue which allowed players to get on top of a bunker they shouldn't be on top of.
Tweaked lighting to make the map look better.
Adjusted height of fog when in airplane or parachute.
Operations - Update to intro camera.
Operations - Made Elite pickups disappear once the defenders won a battalion.
Conquest - Readjusted the spawn locations to avoid spawning near enemies.
Conquest - Adjusted the capture area sizes of A, C and D.
Conquest - Hero kits will be spawned at the HQ of the losing team, if the enemy team owns all capture points.
Conquest - Adjusted the combat area around the German spawn.
Rush - Moved the first MCOM in the 3rd sector closer to the attackers and adjusted some spawn distances due to high rate of successful defenders.
Rush - Adjusted the spawn locations for better balance.
Rush - Added additional cover in the 3rd sector.
Reduced the bloom scale for the customization screen.
Fixed issue where players were able to access unintended area.
Fixed an issue with an invisible collision in a corridor.
Fixed issue where players could not be revived on top of drainage systems.
Fixed issue where climbing the bridge would sometimes not work.
Fixed an issue where players could climb on top of the fort.
Fixed issue with enlighten rendering on some pipes.
Fixed boundaries for free camera when spectating.
Fixed some interactions with doors.
Conquest - Fixed issue where players could capture C from an unintended position.
Operations - Fixed issue where players could spawn in the Behemoth before it was ready and later got teleported back.
Operations - Added a tank for the attackers to the first sector of Rupture
Operations - Adjusted some of the capture and spawn points for better balance.
Conquest - Reduced the number of planes from 3 to 2 per team.
Conquest - Changed size of capture area of A and D point.
Conquest - Swapped B and C flag.
Conquest - Moved motorcycle out of bush near team 2 spawn.
Conquest - Moved spawns back for team 2.
Conquest - Added spawn area AA guns for both teams.
Conquest - Removed an MG position that wasn't supposed to be usable.
Rush - Weakened defense on first and third sectors based on community feedback and telemetry.
Rush - Moved the attacker tank from the first sector to the third sector.
Fixed issue where players were unable to get out of a Fk.96 field gun at a specific rotation.
Moved field gun a meter back to give it a bit more clearance.
Operations - Added an additional AA gun for the defenders on the last sector to balance the attackers' vehicles.
Operations - Tweaked balance based on feedback and telemetry.
Operations - Fixed issue where players could spawn in the Behemoth before it was ready and later got teleported back.
Conquest - Fixed a bug around one of the field guns and fixed an issue related to spawn camping.
Conquest - Readjusted the spawn locations to avoid spawning near enemies.
Conquest - Adjusted the size of some of the capture areas (made them bigger in general).
Conquest - Reduced the number of tanks from 4 to 3 per team and moved one of the 3 tank spawns to the closest capture point (A and E). By this, the enemy team can deny them and influence the tank situation on the map. It also adds more value to points that get less attentions by the players.
Conquest - Increased the tank respawn time to add more value to their use.
Conquest - Reduced the airplanes per team from 2 to 1.
Conquest - Reduced the hero kit spawn respawn time.
Rush - Weakened the defenders by adjusting their spawns in the first and third sectors.
Rush - Fixed an issue where players could spawn outside the combat area.
Fixed boundaries for free camera when spectating.
Toned down exposure while indoors.
Fixed issue where player could not be revived after dying in a puddle near the British HQ.
Operations - Adjusted some of the capture and spawn points for better balance.
Operations - Changed the tickets from 250 to 350.
Operations - The Howitzer in the first sector now spawns after 5 minutes of the first battalion.
Operations - Tweaked the weather on Verdun.
Conquest - Adjusted some of the capture and spawn points for better balance.
Conquest - Adjustments the Hero kit spawn delay.
Fixed all sniper rifles to have separate cocking pieces.
Fixed incorrect scope sway when using 2.00x or 1.25x magnification.
Wrench will no longer make repair sounds and play repair animation when vehicle is fully repaired.
Fixed an issue where the repair indicator progress was not updating when repairing with a wrench.
Fixed issue where the weapon skin "The Seaforth Highlander" was misspelled as "Higlander". There can be only one.
Corrected UI for rate of fire for the M1903 Marksman and Sniper from 51 to 54 rpm, which is the actual ROF for these weapons.
Fixed issue where K Bullets could hurt tanks farther than 150 meters away.
Fixed incorrectly low drag for the Chauchat.
Increased M1903 Experimental trigger pull weight to match the ROF change done in They Shall Not Pass.
Removed post reload delay when using K Bullets on the Martini-Henry.
Fixed an issue where the crosshair disappeared when zooming in using the Villar-Perosa.
Fixed a bug where certain first person reload-animations that were interrupted when killed would not play after being revived.
Fixed bayonet bug that allowed player to be killed without triggering the animation when there was no obstacle between them.
Added a 0.3 s throw delay to all grenades
Reduced the outer blast radius of the following grenades:
• Frag/Stick: 6.3 from 7.0
• Impact/Min/Light ATi: 5.6 from 6.0
• Increased fuse timings on the following grenades:
• Mini/Frag/Stick: 1.4 s minimum delay from 1.3 s, 0.85 s fuse from 0.7 s
• Impact: 1.2 s minimum delay from 1.0 s
• Incendiary: 1.4 s minimum delay from 1.3 s
• Rifle Frag: 0.8 s fuse from 0.7 s
Increased lethal grenade resupply timers:
• Mini: 28s
• Gas: 35s
• Light AT: 42s
• Frag: 49s
• Impact: 49s
• Incendiary: 49s
Increased magazine size for smoke grenades from 1 to 2.
Reduced damage of AT Grenades against standard soldiers by 10%.
Increased ammo box resupply rate modifier from 3x to 3.5x for all lethal grenades.
Grenades will no longer resupply unless player is near supply crate or pack.
Grenades should no longer collide with team mates within 10m.
Incoming suppression will halt resupply progress of grenades without an ammo box, and will reduce resupply speed with an ammo box to two thirds its normal value.
Fixed position of rib sight for 12g Auto.
Added folded bayonet when no bayonet is equipped instead of completely removing it for Automatico.
Fixed incorrect 2x zoom level for Bodeo1889.
Tweaked muzzle VFX of Hellriegel.
Fixed spread decrease being too slow for Infantry version of Lebel Model 1886.
Fixed bipod having no influence on recoil and hipfire spread for Sniper version of Lebel Model 1886.
Fixed issue where K Bullet icon would not be visible when using the Lebel.
Fixed a bug where the first-person camera on the Artillery Truck could be in the wrong position.
Fixed a bug where the 1st person camera in the St. Chamond tank would not reset when exiting and re-entering the driver seat during the camera transition for the Pigeon Carrier Artillery.
Corrected BL9 Gas Shell Friendly Fire Behavior. Now damage will be disabled with friendly fire off instead of suppression.
Moved weapon components for St. Chamond equipment from under the vehicle to near the top to allow them to be used in shallow water.
Increased AA cannon blast damage multiplier against planes:
• Fighter: 0.8 from 0.7
• Attack Plane: 0.75 from 0.7
• Bomber: 0.65 from 0.6
Fixed incorrectly low damage of rockets against other planes.
Increased sniper rifle damage multiplier against planes:
• Fighter: 1.2 from 1
• Attack Plane: 0.9 from 0.75
• Bomber: 0.375 from 0.3125
Increased inner blast radius of AA cannons from 4 to 6 meters when the detonation is triggered by a vehicle.
Removed impact impulse from plane MGs.
Ranken Darts:
• Increased reload time from 12 to 15 seconds
• Decreased blast damage from 20 to 16.7
• Decreased blastradius from 3 to 1.5 meters
• Direct damage no longer hurts soldiers
Fixed bad behavior on crashing planes by disabling rotor critical state when landing gear is deployed.
Removed physics impulses from Desert Armored Train AA weapon projectile.
Fixed issue where player could sometimes falsely see two available vehicles instead of one in the deploy screen.
Fixed issue where artillery shells would explode midair.
Fixed an issue where the saber sound kept playing when jumping off a horse while swinging.
Fixed horse melee and camera toggle gamepad button mapping issues related to the alternate and Legacy Southpaw schemes.
Fixed the airplanes throttle input mapping in Lefty buttons + Legacy Southpaw stick combo.
Fixed issue where the Legacy Southpaw control scheme for the Field Gun made the RS have both Strafe and Look functionality.
Fixed issue where using a joystick alongside a mouse would cause the keymapping to revert to default functions.
Added advanced gameplay option for adjusting the Stick Aiming Acceleration. Allows setting the soldier aiming when using a stick, as seen in Battlefield 4.
Removed invalid binding for Left Alternate controller with the horse. Gallop and Melee were being bound to left stick click, which is not possible. Removed the melee attack binding and from now on only gallop will trigger (melee attack would never trigger anyway).
Fixed a bug where vaulting could be triggered while transitioning into prone.
Diving underwater and resurfacing can now only be triggered when the soldier has finished the previous dive or resurface animation.
Fixed a bug where certain inputs would stop working after vaulting.
Separated dead zones for joysticks and gamepads.
Added options to adjust the axial dead zones of the gamepad sticks and the joystick.
Added options to adjust max input thresholds for sticks and gamepad triggers (L2/R2).
Changed the RTL alignment of the squad count text element to avoid the overlap in Arabic.
Changed the alignment of the kit-rank so it is displayed correctly in Arabic.
Changed alignment of progression tracker text for weapons and medals in Arabic.
Changed alignment of XP boost percentage in Arabic.
Adjusted the columns on the scoreboard to restore score and latency to their intended font size.
Fixed issue where an overlap was present in squad menu for the XP boost and the padlock.
Fixed issue where wrong weapon and weapon skin would sometimes appear on the killcam.
The Squad XP boost logo is now responding correctly to the highlight.
Fixed issue where player was unable to see nearby medics if he/she killed him/herself with gas or incendiary grenade.
Fixed issue where weapons bought for Warbonds in the menu system would not show as unlocked in the customize screen.
Fixed issue where some game messages would not show up in the chat.
Fixed issue where other classes than Medic could show up in the "Nearby Medics" list when dead. Can still appear in some rare cases.
Fixed issue where the same map could show up in both slots during vote map.
Added a gameplay option to turn off the Player-Created content.
Fixed jitter for spectator when movement starts.
Replaced Ping in Scoreboard by Latency for all platforms.
Players with a connection above 100ms will have to lead their shot as server side hit detection is performed, indicated by icon in upper right corner.
• This should lower the hit around corner effects and impede a penalty for high ping players to hit players.
Improved extrapolation handling for jittery players. Movement should now be much smoother and allow the other clients to have better hit detection on those.
Lowered thresholds for network latency warning icons.
• Yellow 90ms
• Red: 200ms.
Fixed issue with grenade unspawning when owner died. When you dropped a grenade right before you died, it previously just disappeared.
Allow bullet damage from killed players if the victim got his shot off while he was still alive. This will allow killtrades, but in a fair manner.
Improved level loading times during network syncing phase. Will improve the time joining into ongoing matches.
Prioritize hit information over other information during networking.
Fixed issue where bullet impact FX would appear at the wrong impact positions.
Moved hit effect in more sync with networked shooter/shooting.
Changed warning icons to use average fps for fps instead of CPU spikes.
Improved algorithm of calculating lag compensation.
Fixed issue that would make map loading times longer than necessary. Should cut ~10 seconds of loading per map.
Fixed issue with flickering water when running the game in SLI.
Fixed a tracking issue with heal and revive scoring criteria.
Map voting is now on as default on official experiences.
Updated game credits.
Added the options to turn off aim assist in rented servers.
Fixed issue where server would crash if 24 players connected at the same time for Domination.
Fixed issue where players could exploit damaging and repairing a vehicle for experience. No more!
Game will now always de-spawn a corpse when the player spawns in again. (Seeing your own dead body can be scary.)
Fixed issue where logging out on Xbox One during the first few seconds of an Operation
intro video caused a freeze at black screen after the video.

29.04.2017, 12:38

If you’ve ever played as a Medic, dashing through hailstorms of bullets and explosions disregarding your own safety to get to a fallen team mate, only to have them “skip” at the very last second, you know how frustrating it can be.
You can now “spot” the dead player to indicate that you are on your way to them. The player will see your name blinking in the death screen and show as “incoming medic”. The medic will also shout that he is coming.
If they decide to skip anyway, they didn’t deserve to be saved in the first place.
Now this is something i love. Finally something good, although i stil miss the function for calling a medic which they had in the alpha.