Sections

Battlefield Hardline: Visceral details 10 welcome changes for the final game

Wednesday, 16th July 2014 09:25 GMT By Matt Martin

Visceral has issued a check list of ten changes the studio has made to Battlefield Hardline ahead of its release in October.

battlefield_hardline

Top of that list is reducing the amount of explosives in play, longer Blood Money and Heist rounds, and rebalancing the mechanic class.

It sounds like the studio is listening and learning a lot from the beta. Check out the changes below, straight from the studio itself – and keep the faith.

1. REDUCING FREQUENCY OF EXPLOSIVES
We have heard your complaints about breaking the cops and robbers experience with the amount of heavy explosive weaponry available – but we didn’t want to sacrifice fun! We’ve made changes to reduce the frequency of explosive use to focus on the core gameplay, and we’ve made the use of explosives much more believable now.

2. REBALANCING AND RENAMING THE MECHANIC CLASS
We’ve made the class better in more situations – without sacrificing his ability to take down a vehicle. We’re also looking at renaming it – post your favourite suggestions in the comments!

3. REVISITING THE IN-GAME HUD
We’re working on establishing a clearer visual difference from BF4 and improving the messaging of the in-game HUD, from objectives to player status information.

4. REVISITING THE CUSTOMIZE SCREEN
We’ve taken a new pass at how the customize screen is laid out, and are making it clearer and easier to manage your gear and weapon attachments. This should address the majority of issues reported.

5. MAKING THE WORLD DEEPER AND MORE INTERACTIVE
We’ve been working on adding more touches to the game world, giving players more options and things to do that impact play. Look for interactive objects like doors, radios, ammo lockers, and more!

6. MAKING ROUNDS LAST LONGER
A significant amount of feedback during the Beta was received regarding the quick progression of rounds. We’ve made tweaks to both Heist and Blood Money that should help make the experiences last longer without sacrificing any of the fun.

7. INCREASING TRANSPORT VEHICLE HEALTH
There were a lot of comments about cars dying too easily from gunfire. We agree that one magazine from the AKM should probably not turn your sedan into a 4-person death trap quite so easily. We’ve also increased the survivability of the utility van.

8. IMPROVING AUDIO SITUATIONAL AWARENESS
In some of our game modes, situational awareness is very important. We’re working on improving the audio cues in the environment to help you detect and locate your enemies before they do the same to you.

9. MEDKITS AND AMMO BOXES SHOULD NO LONGER BLOCK L.O.S. CHECKS FOR REVIVE
Previously, you could fail to revive someone if a medkit or ammo bag was blocking the line of sight check for the revive mechanic. We are fixing this so that these no longer block you from reviving.

10. IMPROVING INTERROGATION
We’ve worked out some changes to the T62 CEW and the Interrogation mechanic. We’re working on making Interrogation only show enemies in a radius around the captured enemy, but show the marked enemies as if they had been Active Spotted by a teammate – making it both more useful and less powerful at the same time.

Latest

2 Comments

  1. pukem0n

    7. INCREASING TRANSPORT VEHICLE HEALTH
    There were a lot of comments about cars dying too easily from gunfire. We agree that one magazine from the AKM should probably not turn your sedan into a 4-person death trap quite so easily. We’ve also increased the survivability of the utility van.”

    actually, in real life an AKM would propably kill everything in that car with one magazine.
    but in the spirit of games and fun, this should be ok

    #1 2 weeks ago
  2. The_Red

    “5. MAKING THE WORLD DEEPER AND MORE INTERACTIVE”
    Is the only one that could even remotely help it feel less like a mod but even though I’m not so sure.

    #2 2 weeks ago

Comments are now closed on this article.