EA heeft na de onthulling van Battlefield V een kort moment gehad om de pers te woord te staan. Nu zijn hier behoorlijk veel details uit gekomen en je zou er haast een boek over kunnen schrijven. Op Reddit zijn ze echter zo vriendelijk geweest om alle informatie op een rijtje te zetten, wel zo overzichtelijk en gemakkelijk, nietwaar?

In de onderstaande lijst met details vind je alle antwoorden en informatie dat men opgevangen heeft gedurende interviews met verschillende media. Zoals je leest gaat er heel veel veranderen in Battlefield V en verdwijnt bijvoorbeeld HUD spotting, kun je granaten teruggooien, gaan kogels door menig bouwmateriaal heen en wordt de gunplay flink op de schop gegooid.

Battlefield V ligt vanaf 19 oktober in de winkels en over enkele weken – voor en tijdens de E3 – zullen we meer gameplay van de game gaan zien.

  • 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
  • Attrition system – 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
  • Attrition system – 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 customizable
  • 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/archtypes within said class
  • 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 givs new maps, game modes, limited time expierences
  • 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