DICE’s virtual version of World War One will be taking a slightly new direction today, as Battlefield 1 gets a major ‘Fall Update’ containing changes to every aspect of the game. As noted in the announcement, the patch (available now) brings “different fixes and tweaks to gameplay, user interface, graphics, audio, and more”.
In Operations mode, attackers will be getting a boost. The time for attackers to capture flags in both Operations and Grand Operations is now reduced; and the overall tickets have been increased for both too.
This Battlefield 1 update also introduces ‘Hardcore’ serves, where you won’t get to see mini-maps, crosshairs, and various other HUD aspects (depending on specific server settings). In addition, the Fall update will “allow players to set up their own private and public Battlefield 1 servers, with control of different gameplay options to map rotations.”
A pdf outlines the full extent of the changes, but here are a few of the things the patch will introduce.
Going forward we are addressing the balance issues with the Operations game mode. It’s clear that attackers need a boost. To increase the effectiveness of the attacking team, we are increasing the overall tickets for both Operations & Grand Operations. In addition, we are also making it somewhat easier to capture sectors as an attacker by reducing the amount of time it takes to capture a flags in Operations & Grand Operations. We’ve also increased the minimum tickets regained in grand operations to from 30 to 50, as well as increased the amount of tickets regained from killing retreating defenders. This will give more of a fighting chance to capture the next sector after previously capturing a sector while having very few tickets left.
We’ve listened to your feedback in regards to the Suez Conquest layout in regards to balance. We will be adding two more flags to the layout, this should result in one team not being able to capture and lock down all flags as easy as before. In addition, we also noticed that it was very difficult to re-capture flags within the capture areas located in the village areas. To solve this we’ve reduced the capture size of these areas to include less buildings. The result of this should make the flags somewhat easier to capture and make sure that a team that has lost and been pushed out of the villages can easier re-capture them and get back into the fight. In addition, to help a team that has been pushed back all the way to their HQ, we’ve added an armored car that players can use to break out of the HQ and flank the opposing team.