arc ih je pojeo, a sad će cod...lova se uzela, sad će ostat skeleton crew i par programera da se uče malo kao i na bf2042, pa će kroz 2g igra biti nešto kulturnija.
meni nakon 100h se isplatila za 35e neću se žalit no bez squad je baš naporno.
bio peč danas, malo probao, ne osjetim neka poboljšanja, ali dobro, budu streameri istražili, ili će opet bit, e popravili smo, e pa nismo iskomunicirali, ipak će idući patch to biti
https://www.ea.com/en/games/battlefi...update-1-1-1-0
WEAPONS:
Weapon dispersion has been rebalanced to better match each weapon’s damage profile across all ranges. Lower-damage weapons will now see a slightly higher increase in dispersion when firing, while higher-damage weapons will experience slightly less.
Using Sniper Rifles with any class other than Recon will no longer increase weapon spread. Instead, weapon sway will now begin during the zoom transition, maintaining balance and distinguishing Recon’s precision advantage.
Fixed a misalignment issue with top-mounted red dot sights.
Fixed an issue where mounting a bipod while zoomed only changed the FOV instead of using the correct optic.
Fixed an issue where the Long Suppressor used the wrong attachment point cost for some weapons.
Improved reticle settling for automatic weapons to make burst firing more efficient.
Fixed an issue where using a bipod too close to complex geometry could throw the player off position while prone.
Balanced sledgehammer damage against world objects for better consistency.
Fixed an issue preventing players from leaving the Firing Range.
MAPS & MODES:
Improved fog and smoke effects after destruction to prevent them from lingering too long and impacting visibility.
Improved exposure transitions between indoor and outdoor areas for better visibility.
Fixed an issue where the zipline carabiner could appear offset and fly next to the wire instead of along it.
Squad names are now randomized at the start of Squad Deathmatch matches.
Added visible bomb meshes to armed M-COMs in Rush.
Updated overtime UI visualization across all modes.
Fixed animation and positioning issues during insertion sequences on all maps.
Fixed an issue where the game mode UI could display incorrect scores or fail to update during a round.
Fixed an End of Round progression issue in King of the Hill mode.
Fixed an issue where players could encounter a bouncing animation when spawning at HQs after capturing new territories in Escalation across multiple maps.
Major Updates for 1.1.1.0:
Improved core movement and animations, including smoother landings, faster stance transitions, better vaulting behavior, and reduced “bouncing” issues on landing or spawning.
Reworked weapon dispersion to better align accuracy and handling with each weapon’s intended design and performance over range. These changes address cases where accuracy behaved inconsistently, such as dispersion not properly settling after sprinting, and bring overall firing behavior closer to the intended balance between precision, control, and weapon power.
Significant visibility and lighting improvements, with better exposure transitions, interior lighting, and reduced fog and smoke persistence.
Audio overhaul, adding new projectile flybys, destruction and explosion sounds, refined vehicle and weapon mixes, and improved haptic feedback across multiple interactions.
UI and HUD updates for clarity and consistency, including overtime indicators, end-of-round fixes, and new unlock markers for weapons and gadgets.
Map fixes across multiple locations, resolving spawn animations, out-of-bounds issues, misaligned assets, and general stability across Conquest, Breakthrough, and Rush modes.
I dalje ne znam ko je skvad lider, i dalje je spajanje party na party, i dalje isti problemi...ali dobro, idemo dalje za iste pare
