Battlefield V Details

A Battlefield V Deep-Dive on the Battlefield Website takes a detailed look at gameplay details in Battlefield V, the upcoming installment in the Battlefield series of military shooters. Here's the introduction explaining the goals of the article:
Battlefield™ V is a vast game. It will have many improvements to the classic formula, as well as new additions and features. Following the reveal of the next chapter in the Battlefield saga, we know you’ve been eager to get a lot of gameplay questions answered.

Let’s jump right in to the core gameplay changes and improvements that are coming in October. Remember, we are still working on the game, and the specifics of many features will evolve over time.

Two Key Elements: Immersion and Squad Play

A lot of ground will be covered in this post, but it will all center around two common denominators of the Battlefield V gameplay philosophy: immersion and squad play.

Now, immersion can mean many things. For Battlefield V, it spans visuals and sounds, your soldier’s movement, combat situations, how you will shape the environment and vice versa, and how players will act and react more naturally than before.

Let’s start with how you, as an infantry soldier deploying into battle, will maneuver through the battlefield.
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Re: Battlefield V Details
Jun 4, 2018, 12:46
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Re: Battlefield V Details Jun 4, 2018, 12:46
Jun 4, 2018, 12:46
 
Although, I'm a little hesitant over their concept of completely removing random deviation for bullets... surely that can't mean that guns will be laser accurate? (With of course recoil, bullet drop and travel time, but still). Are they planning on having recoil make the cross-hairs jump around, but the bullets will still be 100% accurate to that moving cross-hair?

I was also thinking about that. It's a nice idea to have the gun fire where it is pointed, but at the same time that means the first shot is always on perfectly on target if you have the time to aim. My guess is maybe your crosshair/barrel is not still but always moving slightly to simulate breathing/involuntary hand movements. Inaccurate guns may move more, or perhaps zoom in much less in ADS. We'll have to wait and see I guess, but I think it is cool that they experiment a bit and not just copy-paste from earlier iterations.
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