Battlefield V Reveal

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Battlefield V Reveal

Post by lestat »

PC Gamer Article: https://www.pcgamer.com/everything-you- ... lefield-5/" onclick="window.open(this.href);return false;

Details:

No Season Pass
Launch locations are France, Africa and Rottedam and North Africa desert
Coop Mode called Combined Arms
Single player War Stories return
Fortifications are things like sand ags, trenches, tank stoppers. Only supports can build offensively defense fortifications such as machine guns, field cannons and are much faster at building everything.
Predetermined areas to build such as at flags, can rebuild destroyed buildings
Health bar is in stages, only regen up to closet stage not to 100 anymore
Physical interactions - every action in the game requires a player interact for things like medkits, spotting, ammo, ledge grabbing (example: healing requires walking over to a health pack, character animation to pick it up, then start healing)
No more HUD/map spotting, spotting is based on movement/changes around you
Much less ammo on spawn, out of ammo after a few fights, but more ways to resupply ammo in the battlefield from packs, crates, or grabbing small amounts of ammo off of bodies (all requires physical interactions)
Revive system has a full on animation, takes a few seconds to complete, no more revive trains, takes time to complete
Ragdolls are server side, can now drag a downed player's body elsewhere
Any class can do a squad revive, takes longer than a medic revive, does not give full health points
Can call for help when down such as in the trailer
Ragdolls (player bodies) effect the environment, push down grass etc.
Gunplay completely changed
No more visual recoil
Each gun has a unique recoil pattern that can be learned and mastered
Bipods easier to use and setup
Bullet penetration through thin wood, sheet metal, walls
Movement change, can now dive froward, backward, left and right similar to R6 Siege prone system
Diving has a delay to prevent dolphin diving
Crouch sprinting is in the game
Can burst out of widows and commando roll, no destroying windows first
Can catch, throwback or shoot grenades
Less grenades because less ammo
Can tow items in the game with vehicles such as previously stationary anti-air guns, teammate can use an anti-air gun while you tow it with a vehicle
For example, can drive a tiger tank towing a field cannon behind it or a truck towing ammo crate to resupply teammates on the front line
Destruction explodes inwards or outwards based on where the destruction happens. Throw a grenade inside of the building? The explosion sends things outside of it. Outside of it? Breaks inwards.
Tank driving into a building slowly destroys a building, walls slowly crack/fall, not instant
Heavily focused on squad play, instant placed in squad when joining a game
New squad spawning system, squad deploy system that shows what squad mates are doing in third person in real time before the tactical map screen, so spawning on squad is kicker than spawning on tactical map screen
Since squad spawning/deploying is faster than tactical map, squad wipes are serious
Squads accumulate points that can be spent on "squad call-ins", only squad leader can spend them in
Squad Call-ins are V1 or JB2 rockets as seen in the trailer, supply drops with ammo/health, a smoke barrage, heavy weapon pickups (not hero kits), squad only vehicles such as Churchill crocodile flamethrower tank or the Sturm tiger
Elite classes are gone
Behemoths are gone
Large, non-fatal explosions can knock a player over
Four classes are back: assault, medic, scout, support
Create a solider, add them to a company of soldiers, then can customize things like gender, face look, face paint, outfit, accessories, etc. and assign them a class archtype
Class archetypes highly customization
Can be an assault that specializes in anti-tank or anti-infantry only, or a mix of both, etc.
Highly specialized archetypes called exotics such as a recon paratrooper, stealthy short-range behind enemy lines person who uses a suppressed SMG and silent gadgets like pistols and garrotes comes with silent footsteps and throwing knives
Can change and add specialization trees such as agility, flak armor, suppressive resistance
The more you play a class more you get more specializations/archetypes within said class
Same system for guns, pick a gun, level it up, unlock specializations and making gameplay choices in a skill tree on that gun
Specializations are the only thing that affects how a gun plays or feels (ex: bipod)
Five-seven elements to change on a gun to make it your own (stocks, sights, muzzles, chassis, skins, leaves on the front, cloth on back, straps, etc).
Gameplay and visual customization is SEPARATE. Look of weapon is just visual without impacting gameplay, specialization is what determines how the gun plays/feels.
Same system for vehicles and planes
Asymmetric vehicles for teams, (ex: one team might get a big slow tank that does lot of damage, other team gets a small fast tank that does light damage)
Grand Operations gamemode, each day is a full match, always advance to the next day
GOs have different objectives per day
Success or failure in GO days have visual and gameplay impact
Day 4 only has a chance to happen if there isn't a clear winner from previous days
Day 4 is last stand, limited ammo, no respawns, whoever lives to the end wins
Coop mode, combined arms with a dynamic mission creator/AI that sits between SP/MP as a creative sandbox
Soldiers created for a company can be used in both coop and MP, parity
No news on suppression yet, uncertain if in game
All logic in game is server side, not client side so changes to systems do not require a patch
Promises of more communication between devs and community, roadmaps, etc.
New content is called Tides of war, daily/weekly/monthly challenges with overarching chapters and questlines that give you "unique items and cosmetics"
Tides of War gives new maps, game modes, limited time experiences
Variety of maps with different tones such as complete crushing battlefield chaos or more slow space large maps with tempo that goes up and down
Gamemodes confirmed: Grand Operations, Conquest, TDM, Domination
No news on RSP
The Shhhh animation from the trailer is possible to experience in game
Transport vehicles are alive on the map and can jump into them
Combat vehicles spawn from tactical deployment map

Biggest changes summed up: lack of auto regen health, limited ammo, building fortifications, physical interactions for everything, skill-based gunplay, squad revives, massive emphasis on squad play and team play, 3d spotting changes, minimal HUD
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Re: Battlefield V Reveal

Post by flipswitch »

This could get me back in the series with these new gameplay changes. 200hrs in BF1 and I find it too boring.

I really dislike how Origin still doesn’t have a built in backup and restore function for games like steam. I know there are ways around it, but sometimes I run into issues and end up downloading the whole game again.
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Re: Battlefield V Reveal

Post by pilonv1 »

Sounds more like PUBG than COD which is probably a good thing. Might check it out with no season pass
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Re: Battlefield V Reveal

Post by t0mby »

No season passes or lootboxes is a game changer. Or game dial backer depending on how you look at it.
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Re: Battlefield V Reveal

Post by F for Fake »

Open Beta available now* to people that haven't pre-ordered (atleast on PC via the Origin app). I don't know if I can play it now but it's downloading atleast.
I haven't played anything online in so damn long, I thought maybe I should get this. Glad I can try the beta first.

Edit: *I can launch the game but can't press "Play" on the menu. I don't think it works until the 6th.
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Re: Battlefield V Reveal

Post by guttermouth »

Playing it through EA Access. Game looks damn nice on the Xbox one X, great visual upgrade over the last installment. Sound design is phenomenal and game plays just like another Battlefield. Would of prefered a modern war setting, than the WW2 setting again. Game is fun, will most likely pick it up
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Re: Battlefield V Reveal

Post by lestat »

Downloading it now through origin, might get a few games in tonight.
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Re: Battlefield V Reveal

Post by F for Fake »

Have you pre-ordered Lestat? Let me know if it works tonight, maybe I'm just experience some bugs.
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Re: Battlefield V Reveal

Post by lestat »

No I discovered that last night, it would let me load the game up but it wouldn't let me join any games because I hadn't preorded.

The game seemed to pick ultra settings and enable 4k HDR on the PC. But unlike BF1 where you can turn HDR on/off I couldn't see the option to turn it off.
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Re: Battlefield V Reveal

Post by Froggy »

Vzzzbx, you lose again!
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Re: Battlefield V Reveal

Post by pilonv1 »

Performance was fine on my old CPU (3570k overclocked to 4.2) but there's too much shit happening and I couldn't work it out. I am old
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Re: Battlefield V Reveal

Post by lestat »

I played quite a bit yesterday on PC, a little on the X. X looks great, runs pretty good but has some slowdown in big explosions/effect situations, just didn't find it as enjoyable to play compared to PC due to the controls.

Performance at 4k on a 1080Ti is just a bit lacking, tweaking the settings didn't really improve performance much, the best thing I found was just leaving it at ultra and using 80% rendering scaling, that locked it to 60fps for me. Probably a few more optimisation runs before release so I expect to get full 4k @ 60fps, no cpu issues for me, my cores were around 40% utilisation most of the time, those targeting 144hz will no doubt be hitting problems but BF1 was like that too.


Gameplay wise I enjoy the gunplay, it feels different and better, at first some of changes like ammo/spotting I hated but then I came to realise the removal of these things introduced a better element of strategy and teamplay. You really need to work with your squad to succeed, running off solo isn't as effective as it used to be.


I like Rotterdamn, great map, excellent flow and was just a lot of fun. Didn't like the snow map, felt there just was a lack of cover and without spotting it's a haven for snipers to just sit back and snipe you, I noticed a significant part of the team were just snipers. What little buildings/cover there is gets destroyed pretty quickly too, you can get flanked in all directions so it becomes hard to defend too.

Weapons/upgrade system seems wack, basically those that spend time get an advantage with upgrade weapon stats vs other players, I feel that's kinda terrible to newer players.

Saw lots of bugs, I can see why they delayed it, feels more like an alpha than a beta. Concerned about the number of maps/content, I agree with the recent angry joe rant about that.

It's a wait and see for me, there is a great game there but it just needs a lot of work imo still.
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Re: Battlefield V Reveal

Post by lestat »

Update on the final version.

Been playing it a little over the last week on PC.

For starters the game is still buggy, seen lots of various odd bugs here and there, there's one where the game just gets stuck on the loading screen changing maps, super annoying.

Performance in the final version is good, better than the beta. You can run ultra at 1440p on a 1080Ti and get 100~120fps, You can do locked 60fps at 4k with high settings.

The game is still a sniper fest, with the low time to kill, little bullet drop and open maps, you find it's easy to pick people off or get picked off yourself moving around. Bombers are OP right now.

Graphics look amazing, the gunplay is good, but I'm already getting bored/tired of it, it's a bit content starved, so I would say to others interested, probably better to wait for it on the cheap.

I saw this today. So I expect it to go on sale shortly, I only got it because I got a good price on launch day and had trade in credit to use.

https://www.eurogamer.net/articles/2018 ... tlefield-1" onclick="window.open(this.href);return false;
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Re: Battlefield V Reveal

Post by lestat »

The battle royal Firestorm update was released, here is the trailer.

Looks pretty good.
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