Today marks update 4.4 for Battlefield V Chapter 4: Defying The Odds.

But what does it mean and what is in store for us? We break it down here for you…

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1. First off, we see two new maps for Squad Conquest and Team Deathmatch make an appearance: Provence and Lofoten Islands. These maps will be available in rotation after the update.

The Provence map is set in a small town in the southern French region of Provence, inland from the Côte d’Azur.  In a similar vein to other maps set to be released as part of Defying the Odds, Provence takes place in a small scale urban environment that predominately lends itself to close-quarters infantry combat.

The Loften Islands map takes place during Operation Claymore, a British-led commando raid on the Lofoten Islands, lying off the northwest coast of Norway, occupied by Germany since 1940. The map retains a similar close-quarters infantry focus to other maps included in Defying the Odds, but with much sparsely built-up settlements divided by sections of open grassland and the coast. The map shares much of its architecture and aesthetics with the similarly located Halvøy.

2. We will be getting a Squad Conquest map for Mercury.

3. Get ready to grind your way to rank 500…

      YEP – You read that right – 500!!!

4. Tides of War Week 11 will get underway.

5. We are getting 2 new weapons deploying across the next 2 weeks of Tides of War (Panzerbusche 39 and the Breda M1935 PG)

  • The Panzerbüchse 39 (German: Tank Rifle) was a single-shot anti-tank rifle developed in Germany that was first produced in 1939. Developed from the earlier PzB 38, the weapon was    the Wehrmacht’s standard infantry anti-tank weapon during the early portion of World War II.
  • The Breda PG (Italian: Presa Gas, Gas Operated) was an Italian magazine-fed automatic rifle that was produced by Breda Meccanica Bresciana. Originally developed as a semi-              automatic, self-loading rifle for the Italian Army, it was rejected from domestic service. However, the Costa Rican contract model featured a unique select-fire system including semi-auto and 4-round bursts, making it one of the first rifles to incorporate a burst fire mode.

6. You can now throw your own grenade back at the enemy… hot potato with a ‘Nade anyone?

Here’s some more SPECIFIC CHANGES that were made:

a. Maps and Modes

  • Lofoten Islands – Available in Team Deathmatch and Squad Conquest
  • Provence – Available in Team Deathmatch and Squad Conquest
  • Marita – Fixed a window where players would get stuck when vaulting through it
  • Marita – Improvements to spawn points
  • Mercury – Now available on Squad Conquest
  • Mercury – Fixed an issue that was changing the behavior of Smoke grenades on this map.

b. Sniper Rifles & SMGs have been balanced

  • DICE has performed a balanced pass across the damage of our Sniper Rifles, and the Recoil applied to the SMGs. Relative to the SMG’s specifically, they have switched out some of the Specializations on Weapons which they believe would benefit from an alternative option.
  • In these cases, you should find that your SMG’s may require a respec so double check your load-outs before deploying!

c. Balance Changes

  • Improved hipfire accuracy while jumping for sidearms, SMGs, pistol carbines, bolt action carbines and assault rifles.
  • Improved hipfire accuracy while moving when using the Enhanced Grips specialization.
  • Increased vertical recoil of all MMGs by 150% on the first shot, decreasing to the current value starting from the fifth shot. We have further changes coming to MMGs in our next update.
  • Adjusted bullet penetration effectiveness of Bolt Action Sniper Rifles and Self Loading Rifles through materials
  • Adjusted AT Rifle Damage through materials
  • Increased melee damage of light melee weapons such as knives to 35 from 27

Lee-Enfield No.4 Mk I, Ross Rifle Mk III 

Increased maximum damage to 65 from 60

Increased minimum damage to 60 from 55

Gewehr M95/30 

Increased minimum damage to 66 from 60

Kar98k 

Increased minimum damage to 66 from 60

Krag-Jorgensen 

Increased maximum damage to 60 from 54

Increased minimum damage to 60 from 54

EMP

Reduced initial vertical recoil to 0.52 from 0.55

Reduced maximum vertical recoil to 0.6 from 0.73

Reduced horizontal recoil to 0.31 from 0.35

Reduced recoil pattern

MAB38

Reduced initial vertical recoil to 0.5 from 0.55

Reduced maximum vertical recoil to 0.59 from 0.73

Reduced horizontal recoil to 0.267 from 0.3 with the Ported Barrel specialization

Reduced recoil pattern

Fixed horizontal recoil in hipfire being slightly too high

MP28

Reduced maximum vertical recoil to 0.68 from 0.7

Reduced horizontal recoil to 0.66 from 0.75 and to 0.55 from 0.6 with the Ported Barrel specialization

Reduced recoil pattern

MP34 

Replaced the Recoil Buffer specialization with Enhanced Grips

Increased initial vertical recoil to 0.5 from 0.48

Reduced maximum vertical recoil to 0.5 from 0.63

Reduced horizontal recoil to 0.32 from 0.4 and to 0.17 from 0.2 with the Ported Barrel specialization

Reduced recoil pattern slightly

MP40 

Increased initial vertical recoil to 0.48 from 0.42

Reduced maximum vertical recoil to 0.57 from 0.63

M1928A1 

Reduced horizontal recoil to 0.77 from 0.9

Replaced the Ported Barrel specialization with Custom Stock

Reduced recoil pattern slightly

Suomi 

Reduced vertical recoil to 0.72 from 0.76

Reduced horizontal recoil to 0.8 from 0.93

Replaced the Ported Barrel specialization with Custom Stock

Reduced recoil pattern slightly

ZK383 

Reduced initial vertical recoil to 0.4 from 0.42

Reduced maximum vertical recoil to 0.46 from 0.5

Reduced recoil pattern when using the Light Bolt specialization

d. General Weapon and Gadget Changes

  • Players can now throw back their own grenades
  • Tweaked and improved the visual effects for hand grenade explosions
  • AP Mine no longer unspawn after death
  • AP mines can no longer be placed on barb wire
  • Increased the volume the “Ping” sound effect on AP mines, to give players a better chance at taking cover once they have been triggered.
  • AT Mines are now behaving correctly and applying damage consistent with prior updates
  • Adjusted the deploy time of the AT Pistol to better match the animation.
  • The PIAT and Panzerfaust now properly show its reload animation after many consecutive reloads
  • Corrected the Kukri range for Combat Medics
  • Corrected the MAB 38 Mastery VI completion requirements
  • Fixed an issue with the S2-200 Mastery IV and Proficiency VI assignments. These will now track kills beyond 50 meters correctly
  • Fixed an issue entering Aim Down Sights when resupplying and using an Ammo or Medical Pouch
  • Fixed an issue that allowed high latency players to place another AP Mine very close to another AP mine they recently placed.
  • Fixed an issue where AT Grenade Pistol did not deal enough damage to buildings
  • Fixed an issue where AT Rifle APCR rounds would destroy entire building parts when only intended to deal extra damage against vehicles.
  • Fixed the scope glint on the Boys AT Rifle with the medium range scope
  • Fixed an issue that would cause projectiles that are not set to have ricochet properties to ricochet anyway at certain angles, which could cause less than intended damage.
  • Fixed an issue where the ammo counter of the FlareGun was not visible.
  • Fixed an issue where the crosshair would be locking the enemy’s head when performing a melee quick attack for a duration longer than the melee attack itself.
  • Fixed an issue that could cause the M30 Drilling to not have a visible barrel, if the weapon was picked up from the ground
  • Fixed a rare bug that would make it not possible for a player to use reinforcements if they had been killed, and then revived while having a reinforcement selected from the reinforcement wheel
  • Fixed the “Blued” muzzle not having the correct color on the EMP
  • Fixed an issue that would cause some gold weapon pieces to not look like gold in-game

e. Soldier

  • The Parachute can now be opened a bit earlier when falling, this allows the players at full health to use the parachute for most lethal falls
  • Players can now glide slightly more with the parachute, direction and aiming slightly affects parachute direction and descent speed in regular Multiplayer (Firestorm Parachuting will not be affected by this change)
  • Increased the height at which lethal fall damage will occur when free falling and parachuting.
  • Changed and improved the uniforms worn by Pilots and Tankers
  • Improved the audibility of nearby soldier spawns making it easier to identify when a new player has deployed on the Battlefield
  • Improved the ragdoll behavior for soldiers that get killed while entering a vehicle
  • Improved how Ilse holds weapons on the Company Screen to reduce clipping.
  • Fixed an issue where soldier hitboxes could be desynced when entering a revive
  • Fixed an issue where soldier hitboxes could be desynced when vaulting
  • Fixed a “pop” that would occur in the animation when players would vault climb up on objects
  • Fixed an issue where players could die when colliding with a health or ammo crate due to high velocity
  • Fixed an issue where players could die when colliding with another player while initiating a revive or a vault
  • Fixed an issue where melee takedowns would not be allowed when the victim is either slightly too low or slightly too high
  • Fixed a rare bug that could occur in Firestorm when soldiers would prone and spam the melee button, which could result in the melee animation getting stuck.
  • Fixed an issue where the crosshair would be locking the enemy’s head when performing a melee quick attack for a duration longer than the melee attack itself
  • Fixed an issue that sometimes caused for low quality Soldier Models to be present in the Airplane when deploying in Airborne mode on Grand Operations

f. Vehicles

  • The Sturmtigers Flare Launcher and Smoke Launchers can now be re-supplied
  • The Sturmtigers projectile trails no longer incorrectly linger on the map
  • The Crocodile tank now aims at the same speed in all directions
  • The Universal Carrier front gunner no longer has clipping issues when using it’s zoom
  • The Universal Carrier now correctly shows the 4th position on the seat diagram
  • Fixed a minor issue with the Universal Carriers Front seat gun which would be incorrectly turned if a player switches seats
  • Fixed the spotting Scope specialization on the T38
  • Fixed a bug that would in some cases cause top gunners to not take any damage from Infantry
  • Fixed a bug that could cause the Valentine Archer’s sights to become graphically corrupt

The patch is live from today,

Expected Update Sizes:

 PC // Approx 22GB
PS4 // Approx 16GB
Xbox // Approx 16GB

As per Community Manager PartWelsh, “Playing on PC? Today’s patch is confirmed to require an extensive ‘Preparing’ phase on Origin – as long as one hour, though this is dependent on your HDD/SSD. The patch is also quite large, as we need to redeliver a sizable quantity of our files, restructured for optimization. If you are not bound by Data Caps from your ISP, and you’re not on a slow connection, it will be faster for you to do a full reinstall today as you’ll bypass the need to do the 1 hour round of ‘Preparing’ on Origin.”

According to him, though, if you’re on console, it’s “business as usual.”

What do you guys think of this patch? Surely with the size being what it is, it means that we should see some significant changes – hopefully for the better!
I don’t know about you, but I’m super keen to get started on the #Grindto500!
Happy Gaming!
Seeker

Information courtesy of Battlefield Forum and Twitter.