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Home Gaming

Battlefield 5 Update | Patch Notes 5.2 is live | Brings WAKE ISLAND Map & Community Games

by Anubhav Tyagi
December 6, 2019
in Gaming, News
Battlefield 5

Today, Battlefield 5 is getting a new update, which brings back the Wake Island Map, Community Games, and a lot more. The new Battlefield 5 brings the latest patch across all platforms. The new update is already live and can be downloaded now. Here, below, you can check out the details of the new patch update.

The most interesting part of the latest update is the new map, which made its debut in Battlefield 1943. EA is bringing back the horse-shoe shaped Wake Island map with a few changes. First of all, the new map is bigger than the original version, according to the official trailer, the new map is double the size of the earlier version.

Battlefield 5

Second, this time developers have included more vegetation and rocks in the map, which can be used as cover from the sniper. This has been done while keeping in mind the shape of the map, where sniping would have been a piece of cake.

 

And at last, developers have balanced the weapons with the new patch update, for fair match-making in the new Wake Island map.

There are a lot of changes that have been introduced by the developers.  You can check out the complete official patch notes below.

Battlefield 5 Patch 5.2 Update 

 

What’s New?

  • A rebalance of most weapons across Battlefield V, focusing on the damage that weapons do outside of their designed ranges.
  • Wake Island
  • Community Games
  • 4 New Weapons releasing across the remainder of Chapter 5: War in the Pacific – BAR 1918A2, Type 97 MG, Nambu Type 2A, M3 Grease Gun

 

Maps and Modes

  • Aerodrome – Increased cover density across the whole map. More trucks, boxes, rocks everywhere. Give it a try and let us know what you think.
  • Aerodrome – Breakthrough – Added the missing ammo resupply stations. You need to come up with a new song now, Faris2011ksa
  • Iwo Jima – Improved smoke effects to appear more natural on this map.
  • Iwo Jima – Updated the minimap to better reflect the position of the ships on the ocean.
  • Iwo Jima – Squad Conquest – Fixed a spawn point that would lead inside a truck.
  • Pacific Storm – Fixed an issue that would prevent the T38 Calliope reinforcement to spawn.
  • Pacific Storm – Improved rain effects to not bleed through certain buildings.
  • Twisted Steel – TDM – Fixed a spawn point that was out of bounds.
  • Underground – Rush – Fixed the smoke barrage reinforcement.
  • Underground – Added ambient war sound effects on the deploy screen.
  • Underground – Switched out some sandbags placed near windows that would make it difficult to vault.
  • Underground – Added collision to the camera while in freemode on Underground.
  • Underground – Conquest – Tweaked the spawn points to better balance the map based upon telemetry data.
  • Spectator mode – The camera can now clip through various doors that are available on some levels.
  • Spectator mode – On Al-Sundan the map borders are now drawn out on the view screen.

Balance Changes

 

Close Range SMGs

Weapons: Suomi KP/-31, M1928A1, MP28, ZK-383 when paired with its ROF Boost Specialisation

Damage: 5-13 BTK

Effective Range: 0-15 m

Spawn ammo target: 150-180

Rather high rate of fire. Reduced damage per shot and fast damage dropoff.

 

Balanced SMGs

Weapons: ZK-383, MP40, STEN, EMP, Type 100

Damage: 4-11 and 5-12 BTK for the Type 100

Effective Range: 0-20 m

Spawn ammo target: 150-180

SMGs with extended drop-off. Easy to use at the cost of lower ROF. Generally good handling that does not impact ranged performance.

 

AR-SMGs

Weapons: MP34, MAB38

Damage: 5-8 BTK

Effective Range: 10-30 m

Spawn ammo target: 150-180

SMGs with reduced damage drop-off at the cost of lower damage output at close range. Allows Medics to get extra range on open maps.

​

Assault Rifles

Ribeyrolles

Damage: 5-7 BTK

Effective Range: 15-40 m

Spawn ammo target: 150

AR with a low ROF and reduced magazine capacity. Improved damage at long range.

​

StG 44

Damage: 5-8 BTK

Effective Range: 10-30 m

Spawn ammo target: 150

AR with good damage per shot and accuracy. Increased ROF and magazine capacity help at shorter distances.

​

Sturmgewehr 1-5

Damage: 6-9 BTK

Effective Range: 10-30 m

Spawn ammo target: 180

AR with higher ROF and reduced damage per shot.

​

M1907 SF

Damage: 5-13 BTK

Effective Range: 0-15 m

Spawn ammo target: 160

High ROF AR with increased damage up close and fast damage dropoff. Allows Assault to attain SMG style gameplay.

​

Breda M1935 PG

Damage: 5-6 BTK

Effective Range: 20-50 m

Spawn ammo target: 140

Hard hitting burstfire AR. ROF is rather low, as is damage drop-off. Best used at some distance.

​

LMGs

Balanced LMGs

Weapons: KE7, Bren Gun, Lewis Gun

Damage: 5-8 BTK

Effective Range: 10-30 m

Spawn ammo target: 180

LMGs with low to medium ROF. Decent damage per bullet give it similar effective range as the High ROF LMGs.

​

CQB LMGs

Weapons: LS/26, FG-42

Damage: 4-11 (LS/26) and 5-13 BTK (FG-42)

Effective Range: 0-15 m

Spawn ammo target: 180

Medium to fast firing LMGs with good damage in close range. Fast damage dropoff limits effective range. Handling is not an issue for the distances the weapon is designed to be good at.

​

Ranged LMGs

Weapons: Madsen MG

Damage: 6 BTK

Effective Range: >20 m

Spawn ammo target: 200

Highly accurate and controllable LMGs with a very low ROF. Constant damage per bullet has them unable to compete at close range, but very strong at longer ranges.

​

MMGs

Close Range MMGs

Weapons: MG 42, VGO

Damage: 5-13 BTK

Effective Range: 0-20 m

Spawn ammo target: ~200

Very fast firing MMGs with good start damage, but fast drop off. Handling needs to limit range further, as the damage drop off alone is partially offset by the high ROF and large magazine capacities for MMGs.

​

Balanced MMGs

Weapons: MG 34, S2-200, M1922 MG

Damage: 6-9 BTK

Effective Range: 10-30 m

Spawn ammo target: ~200

Medium to fast firing MMGs with lower start damage, but gentler dropoff.

​

Ranged MMGs

Weapons: M1919A6

Damage: 5-8 BTK

Effective Range: 20-50 m

Spawn ammo target: ~200

Medium ROF MMG with good damage per bullet and gentle dropoff. Not the best up close, but good handling and damage dropoff give it better range than other MMGs.

​

Semi Auto Rifles

M1A1 Carbine

Damage: 4-6 BTK

Effective Range: 10-50 m

Spawn ammo target: 90

Good magazine capacity, fast reload, very high rate of fire and low recoil.

​

Ag m/42

Damage: 4 BTK

Effective Range: >15 m

Spawn ammo target: 90

With its fixed, decent damage and medium ROF, it can take care of enemies at any range quickly if landing headshots. Recoil is low, but low magazine capacity and damage per bodyshot make it unattractive if not going for headshots.

​

Gewehr 1-5

Damage: 3-6 BTK

Effective Range: 0-30 m

Spawn ammo target: 90

Medium ROF and good maximum damage make it very good for closer ranges when combined with its big detachable magazine.

​

Turner SMLE

Damage: 4-5

Effective Range: 15-50 m

Spawn ammo target: 90

Fast firing SAR with medium damage per bullet. Not good at close or very long range, but the in between.

​

MAS 44

Damage: 4-5 BTK

Effective Range: 15-50 m

Spawn ammo target: 90

Has a longer reload but slightly less recoil and faster bullets make it a bit easier to use.

​

Heavy Hitting SARs

Weapons: M1 Garand, Karabin 1938M, Gewehr 43, Selbstlader 1916

Damage: 3-4 BTK

Effective Range: 20 m and beyond

Spawn ammo target: 70

Rather slow firing SARs with good damage per hit and ranged capabilities. Recoil is balanced around magazine capacity and reload, with the M1 Garand coming in very low.

​

Self-Loading Rifles

Changing damage is not viable on SLRs. Adjustments made via reduced ROF.

 

Aggressive SLRs

Weapons: Model 8, RSC

Damage: 2-3 BTK

Effective Range: 10-50 m

Spawn ammo target: 60

Slow firing semi automatic rifle with a very strong bullet. Damage drops off at long range.. At closer distances, they can keep up with regular SARs, but are less forgiving.

​

Long Range SLRs

Weapons: ZH29, Selbstlader 1906

Damage: 2-3 BTK

Effective Range: 30 m and beyond

Spawn ammo target: 50

Very slow firing semi automatic rifles with an extremely powerful bullet. They can keep up with or even beat the heavy hitting semi SARs, but are less forgiving to use due to their ROF.

​

Shotguns

Reduced one hit kill range for all ammo types. Around 2 meters less.

​

12g Automatic

Effective Range: 8 m (base buckshot)

Spawn ammo target: 35

Fast-firing semi automatic shotgun with a rather low effective range.

​

M1897

Effective Range: 9 m (base buckshot)

Spawn ammo target: 35

Slow firing pump-action shotgun with increased effective range.

​

M30 Drilling

Effective Range: 10 m (base buckshot)

Spawn ammo target: 30/15

Triple barrel combination gun. The two buckshot barrels can be fired in quick succession and have the best effective range of all shotguns. The rifle barrel fires a unique bullet that is different from slugs in that it can always kill with a headshot.

​

Pistol Carbines

Mainly reduced damage with increased ROF.

​

P08 Carbine

Effective Range: 0-20 m

Spawn ammo target: 160

Very fast firing carbine with a generous magazine.

​

Trench Carbine

Effective Range: 0-20 mSpawn ammo target: 160Very fast firing carbine with a massive magazine.

 

Bolt Action Carbines

Spawn ammo target: 50

No further changes have been made.

​

Sniper Rifles

Spawn ammo target: 40

No further changes have been made.

​

Anti-materiel Rifles

Spawn ammo target: 30

No further changes have been made.

What’s Changed?

Weapons, Gadgets, and Specialisations

  • Adjustments to hitmarker-kill and headshot-kill sounds.
  • Fixed an issue where the Flamethrower would not deal direct hit damage to targets in the caves, and deal only light splash damage.
  • We have also fixed a similar issue where the Flamethrower could deal direct hit damage to targets who were directly pressed against the other side of a wall.
  • Flamethrowers will no longer cause soldiers to get thrown around when they are killed by it.
  • Fixed a bug that would prevent gadget pick-ups from respawning if a player that had the pick-up would leave the server.
  • Increased Fliegerfaust’s projectile lifespan to 3s from 1.5s (meaning that the projectile will now travel up to 600m instead of 300m).
  • The Fliegerfaust now fires 2 salvos of rockets instead of 3 and the delay between bursts has been increased accordingly.
  • Somewhat reduced how close to the airplane a Fliegerfaust projectile needs to be in order to detonate. This means players will have to correctly predict plane trajectories and be more accurate inorder to deal consistent high damage to a plane.
  • To compensate for the less lenient distance detonation, the grouping consistency of the Fliegerfaust bursts has been increased to still allow players to be effective if they can predict plane trajectories and correctly lead the projectiles.
  • Reduced Fliegerfaust’s accuracy when hip-firing.
  • Fixed an issue where the hint messaging suggested that the player needed to Aim Down Sights in order to fire the Fliegerfaust.
  • Added the missing 2x scope to the M1 Garand, and ensured that the iconic ping sound when ejecting a clip can now be heard by all close by players.
  • Added a Bayonet to the M1 Garand spec tree.
  • Fixed the “falling bullet” that would appear when switching to the RSC from a sidearm
  • Fixed a bug that would sometimes incorrectly show a stick of dynamite in the players hand while vaulting.
  • Fixed an exploit involving bandages.
  • Players are now able to build Fortifications right after building another Fortification that is blocked from spawning.
  • Fixed a visual bug that would occur when using the inspect weapon feature on a sidearm.
  • Improved LOD’s for weapons using skins when viewed from a third person perspective.
  • Fixed the VGO´s grip during the end of round screen.
  • Fixed an issue where the position of the VFX would stop updating if entering and exiting a vehicle whilst holding the repair torch.
  • Increased max instances for repair sparks to avoid VFX disappearing when spamming the effect.
  • Improved how soldiers are holding the Madsen MG on the end of round screen.
  • Improved how the soldier holds the Type 100 when viewed in first person.
  • Fixed shadow inconsistency with the Type 100 Bi-pod.
  • Improved the behavior of the Sticky Grenade and Dynamite. Players should find that these objects stick in far more predictable manners, especially when throwing through windows and near walls. We are still aware of an issue where the stick position does not always perfectly align between client and server, and the projectiles may be corrected by the server shortly after it’s placed to ensure that the client is displaying it in its proper position.
  • Fixed an issue that prevented players from throwing ammo or health pouches to teammates while being in an open vehicle seat.
  • Players can now use bandages and ammo pouches while having the reinforcement binoculars active. Previously the pouches would leave the binoculars in a weird state that wouldn’t let players call in reinforcements.
  • The Jäger skin is now properly applied to the M28 extended magazine.
  • The Katana now has the same colored pattern on the handle across all camera perspectives.
  • Japanese soldiers now use Kunai throwing knives instead of the regular ones used by other factions.
  • Fixed a small visual glitch that would allow players to look inside the Breda M1935’s barrel from above.
  • The Night Owl handguard skin no longer blocks the Selbstlader 1906 ́s Iron Sight.
  • The Bayonet icon will no longer show after the user has been revived without having the bayonet equipped on the primary weapon.
  • Adjusted the Grenade throwback timing to match the throwback animation that’s played.
  • Grenade throwbacks have now a bit more force which allows the grenade to be thrown further away from yourself.
  • S Mines now use a 2 wire, trip-wire detonation setup instead of using a proximity detonation. When placed, two wires will connect to a nearby surface perpendicular to the player position when placed (left and right). This allows players to more effectively deny an area as the wire can trigger the mine from further away than what the previous S Mine would allow with the proximity detonation. However, this also means S Mines are now a bit easier to see.
  • Adjusted S Mine detonation damage, the bomb can now 1 hit kill a full health soldier if they stand directly at the position of the mine. We feel comfortable making this change as the tripwires make S Mines far more visually obvious, and should prevent their abuse as hidden dangers and better fulfill their purpose of blocking routes.
  • Fixed the missing death sounds when getting killed by a vehicle MG as a soldier on foot.
  • Fixed several cases where the game sound would be almost completely muted for a moment after dying in a way where the man-down state was skipped.
  • Further reduced the friendly soldier movement sound compared to enemies.
  • Improved the directionality of footsteps and adjusted their distance filtering to be more natural.
  • Further iterative adjustments to various elements in the mix to help expected sound to come through in the mix during high intensity gameplay.
  • Added themed End-Of-Round music, based on which faction has won the match (Pacific levels only)
  • Fixed an issue where the hitmarker kill sound would not reliably play.
  • Fixed an issue where indoor weapon sounds would not correctly differentiate between differently spaced, non-destructible environments. Now especially in locations like the Iwo Jima tunnels and the underground in Operation Underground there will be an audible difference to weapons fire from other players based on how open and reflective the space is.
  • Wooden supply canisters now make wooden sound effects when hitting the ground instead of metallic sounds.
Tags: BattlefieldBattlefield 5
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