69 Battlefield V Details That Everyone Needs To Know

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Electronic and DICE recently revealed the first look of their next Battlefield game called Battlefield V. It was also announced that the game will launch worldwide on October 19, and if players decide to pre-order it then they will get an exclusive early access to the Open Beta. These were basically the only important things that were revealed by DICE at the reveal event, but a lot of other information regarding the game was shared by the development team via interview to the some of the popular YouTubers like JackFrags. In this post, we have listed all the important Battlefield V information that every Battlefield fans should know.

Battlefield V Information On Health Regen, Gunplay And More

Some of the biggest changes coming to the Battlefield V as compared to previous Battlefield games are: there won’t be auto Regen health, the ammo will be limited, gunplay will be skill-based, this time around DICE has given massive emphasis on the Squad Play and Team Play, minimal HUD on screen.

Battlefield V – Everything You Need To Know After Reveal Event

Go through the details below and let us know whether DICE is offering you all the features that you wanted in Battlefield V?

  1. No Season Pass
  2. Launch locations are France, Africa and Rotterdam and North Africa desert
  3. Coop Mode called Combined Arms
  4. Single player War Stories return
  5. Fortifications are things like sandbags, trenches, tank stoppers. Only supports can build offensively defense fortifications such as machine guns, field cannons and are much faster at building everything.
  6. Predetermined areas to build such as at flags, can rebuild destroyed buildings
  7. The health bar is in stages, only regen up to the closet stage not to 100 anymore
  8. 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)
  9. No more HUD/map spotting, spotting is based on movement/changes around you
  10. 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)
  11. Revive system has a full-on animation, takes a few seconds to complete, no more revive trains, takes time to complete
  12. Ragdolls are server side, can now drag a downed player’s body elsewhere
  13. Any class can do a squad revive, takes longer than a medic revive, does not give full health points
  14. Can call for help when down such as in the trailer
  15. Ragdolls (player bodies) affect the environment, push down grass etc.
  16. Gunplay completely changed
  17. No more visual recoil
  18. Each gun has a unique recoil pattern that can be learned and mastered
  19. Bipods easier to use and setup
  20. Bullet penetration through thin wood, sheet metal, walls
  21. Movement change can now dive forward, backward, left and right similar to R6 Siege prone system
  22. Diving has a delay to prevent dolphin diving
  23. Crouch sprinting is in the game
  24. Can burst out of windows and commando roll, no destroying windows first
  25. Can catch, throwback or shoot grenades
  26. Fewer grenades because of less ammo
  27. Can tow items in the game with vehicles such as previously stationary anti-air guns, a teammate can use an anti-air gun while you tow it with a vehicle
  28. 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
  29. 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.
  30. Tank driving into a building slowly destroys a building, walls slowly crack/fall, not instant
  31. Heavily focused on squad play, instantly placed in the squad when joining a game
  32. New squad spawning system, squad deploy system that shows what squadmates are doing in the third person in real time before the tactical map screen, so spawning on the squad is kicker than spawning on the tactical map screen
  33. Since squad spawning/deploying is faster than a tactical map, squad wipes are serious
  34. Squads accumulate points that can be spent on “squad call-ins”, the only squad leader can spend them in
  35. 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
  36. Elite classes are gone
  37. Behemoths are gone
  38. Large, non-fatal explosions can knock a player over
  39. Four classes are back: assault, medic, scout, support
  40. Create a solider, add them to a company of soldiers and then you can customize things like gender, face look, face paint, outfit, accessories, etc. and assign them a class archetype
  41. Class archetypes highly customization
  42. Can be an assault that specializes in anti-tank or anti-infantry only, or a mix of both, etc.
  43. 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
  44. Can change and add specialization trees such as agility, flak armor, suppressive resistance
  45. The more you play a class more you get more specializations/archetypes within said class
  46. The same system for guns, pick a gun, level it up, unlock specializations and making gameplay choices in a skill tree on that gun
  47. Specializations are the only thing that affects how a gun plays or feels (ex: bipod)
  48. Five-seven elements to change on a gun to make it your own (stocks, sights, muzzles, chassis, skins, leaves on the front, cloth on the back, straps, etc).
  49. Gameplay and visual customization are SEPARATE. Look of weapon is just visual without impacting gameplay, specialization is what determines how the gun plays/feels.
  50. Same system for vehicles and planes
  51. Asymmetric vehicles for teams, (ex: one team might get a big slow tank that does a lot of damage, other team gets a small fast tank that does light damage)
  52. Grand Operations game mode, each day is a full match, always advance to the next day
  53. GOs have different objectives per day
  54. Success or failure in GO days have visual and gameplay impact
  55. Day 4 only has a chance to happen if there isn’t a clear winner from previous days
  56. Day 4 is last stand, limited ammo, no respawns, whoever lives to the end wins
  57. Coop mode, combined arms with a dynamic mission creator/AI that sits between SP/MP as a creative sandbox
  58. Soldiers created for a company can be used in both coop and MP, parity
  59. No news on suppression yet, uncertain if in game
  60. All logic in the game is server side, not client side so changes to systems do not require a patch
  61. Promises of more communication between devs and community, roadmaps, etc.
  62. New content is called Tides of war, daily/weekly/monthly challenges with overarching chapters and questlines that give you “unique items and cosmetics”
  63. Tides of War gives new maps, game modes, limited time experiences
  64. Variety of maps with different tones such as complete crushing battlefield chaos or more slow space large maps with a tempo that goes up and down
  65. Game modes confirmed: Grand Operations, Conquest, TDM, Domination
  66. No news on RSP
  67. The Shhhh animation from the trailer is possible to experience in the game
  68. Transport vehicles are alive on the map and can jump into them
  69. Combat vehicles spawn from tactical deployment map