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Battlefield V: details from the reveal broadcast

DICE’s Battlefield V reveal confirmed a World War II setting, no Premium or Season Pass, Combined Arms co-op and Grand Operations; early access is Oct. 11.

Battlefield V is coming in strong!

DICE has just done a live stream, as announced yesterday, revealing juicy information about Battlefield V (finally concluding that the V really is 5, and not Vietnam, as some community members speculated)

About the reveal and the new game’s features, there are some points worth highlighting:

    • The name is, indeed, Battlefield 5
    • It will be set in World War II. The team on the stream said they were very happy to revive the franchise’s roots with today’s development tools.
    • Co-op mode is back, and will be called Combined Arms
    • The shots you take will have a different knockback, depending on the type of ammunition caliber
    • The ammunition caliber will influence the shot’s ability to penetrate certain types of construction.
    • The game will feature fortification-building mechanics. Sandbags, trenches, tank traps. Only Support can build offensive fortifications, such as machine gun nests and field cannons, and they are much faster at building everything
    • There will be no microtransactions that provide in-game gameplay advantage
    • There will be no Premium or Season Pass. DICE wants all players in the community to be able to play together.
    • Account level progression to unlock weapons and gear can be done in both single player and multiplayer
    • EA Origins Early Access will be October 11
    • The Deluxe Edition will be released on October 16. The Standard will be on the 19th.
    • Launch locations will be France, Africa and Rotterdam and the North African desert
    • War Stories will be the Single Player
    • Predetermined areas to build, such as flags. You can also rebuild destroyed buildings
    • The health bar will be in stages. There will only be regeneration up to the next marked point on the bar, no longer up to 100%
    • Physical interactions – all actions in the game require the player to interact with items, such as using medkits, marking enemies, picking up ammo, grabbing ledges
    • Enemies are no longer marked on the HUD/map. Marking is based on movements and changes around you
    • Much less ammo at Spawn. Ammo runs out after a few fights, but there are more ways to get ammo on the battlefield from packs, caches, or taking small amounts of ammo from bodies (all require physical interaction)
    • The Revive system has a full animation and takes a few seconds.
    • Ragdolls (the players’ bodies) can be dragged. You can drag a downed player somewhere else
    • Any class can revive within the Squad. It takes longer than a medic, and does not fill health completely
    • You can call for help when downed
    • The weapon handling system has changed completely
    • Weapon recoil will no longer be through the view itself, but in the weapon’s movement
    • Each weapon will have a specific recoil pattern, which can be learned and predicted
    • Bipods are easier to use and set up
    • Movement changes. Now you can dive forward, backward, left and right, similar to Rainbow Six Siege’s Prone system
    • Throwing yourself to the ground has a certain delay, to avoid dropshot abuse
    • Crouch-running is now part of the game
    • You can jump through windows without having to destroy them first
    • You can pick up, throw back or shoot grenades
    • Fewer grenades
    • You can tow items in the game with vehicles, such as anti-aircraft battery guns. Teammates can use the weapons while you tow them
    • Destruction explodes inward or outward, depending on the source of damage. Throwing a grenade inside a building sends things out of it. If thrown from outside, it breaks everything inward.
    • Driving a tank into buildings destroys the building progressively. The walls crack and break. It is not instantaneous
    • Heavy focus on Squads. You are instantly placed in a squad when you join a match
    • New squad spawn system. A squad spawn system that shows what teammates are doing in third person in real time, before the tactical map screen. Spawning on the squad is faster than spawning on the tactical map screen
    • Since spawning with the squad is faster, the whole squad dying has more serious results
    • Squads accumulate points that can be spent on “squad call-ins.” Only the squad leader can spend these points
    • Squad call-ins are V1 or JB2 missiles, as seen in the trailer, supplies with ammo/health, smoke barrage, heavy weapons (no hero kits), squad-exclusive vehicles, such as the Churchill Crocodile flamethrower tank or the Sturm Tiger
    • There are no more Elite classes
    • Large, non-lethal explosions can knock the player down
    • The four classes are back: Assault, Medic, Scout and Support
    • You can create a soldier, add them to a company of soldiers, then customize things like gender, face appearance, camouflage, clothing, accessories etc. and assign them to a class archetype
    • Class archetypes are highly customizable
    • Highly specialized archetypes are called exotics, such as reconnaissance paratroopers, short-range stealth-focused fighters behind enemy lines, who use suppressed submachine guns and silent gear, such as pistols and garrotes. They also come with silenced footsteps and throwing knives.
    • You can change and add specialization trees such as agility, ballistic vest and suppressive fire resistance
    • The more you play a class, the more specializations and archetypes you unlock within that class
    • Same system for weapons. Pick a weapon, level up, unlock specializations and make gameplay choices in that weapon’s skill tree
    • Specializations are the only thing that affects how the weapon “feels”
    • Visual and gameplay customization are separate. The weapon’s appearance is only visual, without impacting gameplay. Specialization is what determines how the weapon feels
    • Same system for vehicles
    • Asymmetric vehicles for teams (each team gets a different type of vehicle. One team may get a heavy tank with lots of damage, while another may get a jeep with a light machine gun)
    • Grand Operations game mode. Each day is an entire match. It always advances to the next day
    • GO has different objectives each day
    • Success or defeat on GO days has impacts on visuals and gameplay
    • Day 4 only happens if there is no clear winner from the previous days
    • Day 4 is Last Stand, limited ammo, no respawns. Whoever is alive at the end wins
    • The Combined Arms co-op mode has a dynamic mission generator that sits between Single Player and Multiplayer as a creative sandbox
    • Soldiers created for a Company can be used in both co-op and Multiplayer.
    • All game logic is calculated by the server, not the client. The upshot is that system changes do not require patches.
    • New content is called Tides of War. Daily/weekly/monthly challenges with overlapping chapters and questlines that give you “unique items and cosmetics”
    • Tides of War will provide new maps, game modes and limited-time experiences.
    • Wide variety of maps, with different tones. Completely destroyed battlefields or larger maps with a slower pace.
    • Confirmed game modes: Grand Operations, Conquest, Team Death-Match, Domination
    • The “shhhhhh” animation from the trailer will be in the game”
    • Transport vehicles are alive on the map and you can spawn in them
    • Combat vehicles spawn from the tactical map.
    • tl;dr: weakened auto-regen, limited ammo, fortification building, physical interactions for everything, skill-based weapon handling, squad revive, emphasis on squad teamplay, changes to 3D marking and a minimized HUD.

Game trailer:

[youtube link=”https://www.youtube.com/watch?v=fb1MR85XFOc&feature=youtu.be” width=”800″ height=”440″]

Additional information: Resetera

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Founder and editor in chief

Xavier has been gaming since 1992 and never stopped. Born in 1988, he grew up with a controller in hand: he has watched industry giants rise and fall and crossed countless worlds over more than three decades of play. Founder of SavePoint, he writes about releases, reviews and everything that moves the games industry.

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