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SpottieO

Member
Oct 25, 2017
11,609
After seeing all the videos on that YouTube channel I'm feeling good about the game.

Seems like Battlefield to me.

Also, am I the only one with the impression that the map is not that big? Not saying this as a negative at all, seems to me DICE has find a good balance between being too big that if feels empty and properly accommodating 128 players.

That is if we are seeing 128 players gameplay.

yeah it seems to be appropriately sized, I think 3x Narvik? This is one of the medium sized maps though so there will be bigger!
 

TheGhost

Banned
Oct 25, 2017
28,137
Long Island
No, but I expected the ability to change the controls and have the game be playable.

Also, the test has failed. I got lucky and got in once. Now every time it errors out. The reason for this error? UNKNOWN REASON.
It's a closed technical test. It sounds like the rest went by the way it was supposed too. Your hang up's will help them smooth things out for release. Thanks for your help.
 

Freedonia

Member
Oct 27, 2017
1,047
Nice additions! I think I'm gonna compile a list of all the new features that have been shown so far. Seems to be a lot looking at the alpha footage.
Oh yea both work great, the movement is very smooth it's a definite evolution of BFV's movement system. I really like the ping system as well, it's a perfect hybrid between the BFV and BF4 systems. In general this game really combines the best of BFV and BF4, and I honestly want to see this attachment system in more games now. It's so cool to make a cqb/lightweight version of a gun to speed into battle with, and then duck and put together a long range version so seamlessly
 

flipswitch

Member
Oct 25, 2017
3,946
Is it normal in being two months from release and only having the alpha version of the game for testing?
 

HiLife

Avenger
Oct 25, 2017
39,621
After playing BF1 for a few hours, I vastly prefer 5's gunplay. Bullets actually feel like they go where you aim. Can anybody provide insight regarding the gunplay model in 2042? Does it feel more like 5? Or is it like 1 where bullets feel like they deviate out of nowhere?

Also. Another thing that sucks in 1. Constantly catching aflame when you step over a smallest trail of fire. Is this an issue in 2042?
 

Theorry

Member
Oct 27, 2017
60,973
This one has some good gunplay, particularly in the second half of the vid.

The sprinting looks like is handled well. Two sprints. Normal sprint like we used to with both hand holding the gun, click again and you are sprinting with holding the gun with one hand and its faster. Penalty probably is slower to to come out of sprint and time to have the gun ready.
 

bitcloudrzr

Member
May 31, 2018
13,911
Is it normal in being two months from release and only having the alpha version of the game for testing?
For BF? Yes, and these are separate from the primary builds.

After playing BF1 for a few hours, I vastly prefer 5's gunplay. Bullets actually feel like they go where you aim. Can anybody provide insight regarding the gunplay model in 2042? Does it feel more like 5? Or is it like 1 where bullets feel like they deviate out of nowhere?

Also. Another thing that sucks in 1. Constantly catching aflame when you step over a smallest trail of fire. Is this an issue in 2042?
From the videos it looks like somewhere in the middle, the spread is separate like in BF1 but is not as high and might not have the first shot spread increase from that game. BF3, 4, 1, have recoil and spread as separate mechanics, BFV's spread adds randomness to the recoil instead.
 
Jan 10, 2018
6,927
These are the things I noticed while watching most of the alpha footage I've come by. I haven't played the alpha myself so these are pure observations. Some might also not be any news or changes from previous games. I haven't played BFV much so it's likely that I will be incorrect about some features that might've appeared in that particular game.


Soldier changes:
  • Reloading your weapon while aiming down sights is now possible. This feature is also seen in COD: Warzone.
  • "Tactical sprint" is now a feature where you enable a much higher sprint speed than the regular sprint. This feature is also seen in COD: Warzone.
  • The weapon categories being shown are: SMG, assault rifles, LMG, DMR, bolt action and shotun.
  • A motion sensor grenade is being shown in the throwable menu.
  • The gadget menu shows: rocket launcher, ammo crate, med crate, anti-air launcher, repair tool, anti-tank mine and navigation beacon. All of these can be used with any specialist.
  • A player is seen using two frag grenades in their loadout.
  • A player is seen using two different melee attacks: one quick attack with bare knuckles and one slower attack with a knife that replaces the gun.
  • A player who is running around as Falck makes callouts indiciating that they have been spotted.
  • The same player is also aiming at enemy targets and making callouts hinting that spotting is indeed back in some form.
  • Every single specialist is seen using defibrillators as a revive mechanic.
  • Pressing Q opens up the vehicle spawn screen on-foot, M opens up the map screen, B deploys the parachute.

Vehicle changes:
  • The MBT is shown to have a mini-gun as a secondary gunner weapon.
  • Turret angle and speed is now shown with vertical bars as well as numbers. For air vehicles altitude is shown instead of turret angle.
  • Ammo and med kit crates have a circle around them highlighting the area where you need to stand to get resupplied.
  • In the helicopter there is a radar rotating on the mini-map hinting at some automatic spotting equipment.
  • The little bird now has very distinct tracer bullets coming from its mini-gun. Overheating the gun is shown with small dots that fill up in a circle around the reticle.
  • The little bird has a seat called "spotter".
  • The cockpit HUD for the heli now shows the angle of the helicopter.
  • Briefly during a clip of a player using an attack heli there was a third camera option shown where the camera was placed beneath the left wing pylons.
  • The vehicle spawn menu shows how many vehicles are currently on the map and how many you are allowed to spawn in. Vehicle types that are not available are crossed out.
  • The small vehicle icon in the middle that shows turret direction now also shows localized damage, highlighting the parts that are damaged in red.
  • An MBT is shown with red turret damage and the turret is moving very slowly.
  • There is plenty of smoke coming from the cannon when it fires and there is lots of smoke coming from explosions in general. This will most likely make players move a lot more to get a clear view of their targets.
  • A civilian pickup truck is seen being used by several players.

Interface changes:
  • Kill feed is placed above the mini-map and only displays the person killed and weapon used. This seems like a placeholder though.
  • During the spawn screen flags are now shown at the top of the screen with their specific names. Clusters are also shown clearly with names such as "C1" and "C2".
  • The equipment that can be changed during the spawn screen is: specialist, primary weapon, secondary weapon, throwable and gadget.
  • Flags on the spawn screen now have a circle outline that indicates capture status, instead of the previous "clock" animation.
  • When you get close to a capture zone it is shown in the mini-map as a large white area.
  • When standing in a capture zone the top bar that shows the contest status will now show exactly how many allies and enemies are in the zone.
  • When a flag is capture an on-screen message appears showing exactly how many tickets were removed on the enemy bar.
  • Health is shown both as a number and a colored line above weapon info. Depending on health status the line refills and shifts from red to yellow to green.
  • All available equipment is now clearly shown with remaining ammo status at the bottom right of the scren.
  • There is a d-pad looking icon with a T on it to the side of the ammo indicator. This icon switches to a bullet icon when aiming down sights which indicates that it's a toggle for firing modes and weapon attachments.
  • During the "end game" screen ribbons are shown with progress status.
 

Azai

Member
Jun 10, 2020
3,958
Great video, but this guy doesn't use the weapon customization either.

cant link atm but in this guys other videos he switches them plenty of times.


My only fear still is that weapon customization really is this bare bones. since the reveal and still it looks like there are only a long range and short range scope, 3 ammo types (which in itself is a bit unrealistic for most guns) and a compensator and supressor.
it varies from gun to gun but for game of this scale I hope there is more to it. especially since even indie ganes more and more include in-depth weapon customization.
 

twisted89

Member
Oct 27, 2017
581
Is it normal in being two months from release and only having the alpha version of the game for testing?

Having played the alpha and been part of previous battlefield testing the development process of these games baffles me.

It's literally like they go into the source directory and ctrl+A delete every time they start a new game. Things they've spent years perfecting and when the new game appears they've reinvented the wheel and we're back to square one.

I can't see this game being ready for release, the open testing will be a complete shit show.
 

Patitoloco

Member
Oct 27, 2017
23,614
Having played the alpha and been part of previous battlefield testing the development process of these games baffles me.

It's literally like they go into the source directory and ctrl+A delete every time they start a new game. Things they've spent years perfecting and when the new game appears they've reinvented the wheel and we're back to square one.

I can't see this game being ready for release, the open testing will be a complete shit show.
For someone who "has been part of previous Battlefield testing" you clearly have no clue how these work huh
 

EatChildren

Wonder from Down Under
Member
Oct 27, 2017
7,029
The audio feedback for hits sounds way too much like modern Call of Duty, in my opinion. I don't know how to describe it; it's this weird squishy, meaty, yet pingy sound, and very loud. Like a super audible feedback of a bullet aggressively smashing through armour, bone, and flesh, combined with arcadey dings. It's really distinct in stuff like Warzone and overwhelms ambient audio, including your own gun fire, in favour of the sound being saturated by "You did good" audio points.

I'm being picky and it's an alpha, and I'm just getting it from videos, but there's my unwarranted opinion.
 

Azai

Member
Jun 10, 2020
3,958
The audio feedback for hits sounds way too much like modern Call of Duty, in my opinion. I don't know how to describe it; it's this weird squishy, meaty, yet pingy sound, and very loud. Like a super audible feedback of a bullet aggressively smashing through armour, bone, and flesh, combined with arcadey dings. It's really distinct in stuff like Warzone and overwhelms ambient audio, including your own gun fire, in favour of the sound being saturated by "You did good" audio points.

I'm being picky and it's an alpha, and I'm just getting it from videos, but there's my unwarranted opinion.

I only noticed the ping sound for kills which sounds very Battlefield-ish.

All in all you can though see that the game too alot of inspiration from Modern Warfare 2019.
The animations, the recoil camera shake, reloading while ADSing, sliding.

But those are all good things in my book.
 
Jan 10, 2018
6,927
Just noticed now that when you ping a location the specialist calls out the direction and the distance. How many recordings did they have to do to cover all those combinations? xD
 

Tokyo_Funk

Banned
Dec 10, 2018
10,053
Just noticed now that when you ping a location the specialist calls out the direction and the distance. How many recordings did they have to do to cover all those combinations? xD

Operation FlashPoint and Arma have been doing this for years. Wonder what made them decide to do it now?
 
Oct 27, 2017
1,286
Is it just me or the gunplay kinda looked like COD MW/Warzone with the ADS reloads, sound effects, and camera shake? Looks like they brought the tac sprint too. Neat.

Also probably just me but tanks move really fast here. Don't recall BF4 tanks moving that fast.

Any footage out there with tornadoes and rocket launch? Or are they not present in the alpha test?
 

xtib81

Member
Mar 10, 2019
1,890
I double down on the fact that soldiers and vehicles move too fast. Looks like everything in on X1.5 speed and no it's not a FOV thing.
 

Tora

The Enlightened Wise Ones
Member
Jun 17, 2018
8,639
Tried playing BF4 recently and it just highlights how good of a job that Dice did with movement on BF1 but especially BFV. Can't wait to move around on this game
 
Jan 18, 2021
1,343
Is it just me or the gunplay kinda looked like COD MW/Warzone with the ADS reloads, sound effects, and camera shake? Looks like they brought the tac sprint too. Neat.

Also probably just me but tanks move really fast here. Don't recall BF4 tanks moving that fast.

Any footage out there with tornadoes and rocket launch? Or are they not present in the alpha test?
MW/Warzone guns felt/looked kinda like bf3 to me when I played it. But adding attachments made feel slightly closer to previous CoD
 

Rygar 8Bit

Member
Oct 25, 2017
15,854
Site-15
They don't seem to be going faster than BF 3 and 4 tanks to me. You do know you can hold shift to make the vehicles move faster right? It's how you get away from bastards trying to throw C4 on ya.
 

Gero

Member
Oct 28, 2017
10,215
After i watched that guys videos... this game will be so good when its polished. Gunplay looks good, movement/revive system looks good. The physics looks way better than previous games, the way the tank go through cars, objects etc looks cool. Also i see a decent amount of destruction here with physics applied to them. Also terrain deformation is in aswell. Sound is awesome as usual. Cant wait for this.

Oh and i like the hit markers/feedback
 

Theorry

Member
Oct 27, 2017
60,973


Some new footage i believe
The spotting friendly's over enemies is really difficult i see. This person also keeps shooting his own teammates. That little icon above someones head is by far not enough
 
Jan 10, 2018
6,927


Some new footage i believe
The spotting friendly's over enemies is really difficult i see. This person also keeps shooting his own teammates. That little icon above someones head is by far not enough


Wow, Falck really likes to talk doesn't she. Makes it fun to listen to because the voice actors sounds pissed delivering every line. 😂
 

Gero

Member
Oct 28, 2017
10,215


Some new footage i believe
The spotting friendly's over enemies is really difficult i see. This person also keeps shooting his own teammates. That little icon above someones head is by far not enough


I hope the revive animation will get more polish. It looked really good in BFV
 

FuturaBold

Member
Oct 27, 2017
2,518
The audio feedback for hits sounds way too much like modern Call of Duty, in my opinion. I don't know how to describe it; it's this weird squishy, meaty, yet pingy sound, and very loud. Like a super audible feedback of a bullet aggressively smashing through armour, bone, and flesh, combined with arcadey dings. It's really distinct in stuff like Warzone and overwhelms ambient audio, including your own gun fire, in favour of the sound being saturated by "You did good" audio points.

I'm being picky and it's an alpha, and I'm just getting it from videos, but there's my unwarranted opinion.

Seriously, wait until the beta to judge audio not some compressed feed. Its DICE at work, usually the audio is stellar.