A week ago, the multiplayer of Battlefield 1 was revealed. Since then, we have typed about 20 messages and know much more about the new big battlefield in the First World War. And clearly: what we know so far works well. It even works very well. Now we have for you the ultimate overview of everything you need to know – here you’ll find everything about Vehicles, Spawns, Destruction, Netcode, Classes, Movement, Customization and More. And an assessment is there in the end also …
As a general rule
64 players fought each other on PCs against each other on the Conquest variant of St. Quentin Scar. Dynamic weather, the best dynamic destruction and general splendor optics have convinced the bank. Unlike at about Battlefield 4, the small details have now provided satisfaction: HUD adjustments, points and Co. have evolved and are on a level that you may be happy to date. But 3D spotting is not well received by all players.
- Dynamic destruction : The destruction has left a top impression. Away from the details – falling objects, smoke and effects … – it is above all the fact that you can destroy everything. No wall will remain stable and no house will stand if you strike or shoot with the appropriate equipment. Even better than that is a circumstance that has almost disappeared: The buildings do not simply fall together in scripted form, if you have done enough damage – the destruction is dynamic and therefore much more detailed. When working on an area of a building, it may collapse; the rest, however, stops. In addition comes soil destruction with partly meter deep craters, which ensures more coverage and incidentally damn much atmosphere.
- Dynamic weather : Clearly more obvious than one or the other fineness of the destruction is the dynamic weather. That changed to St. Quentin – really! – dynamic – from sun to rain or fog. Apart from the cool look, there were also nice changes to the gameplay due to changed sounds and visibility. Not so cool were a few graphic glitches, where the fog was not displayed in areas partially from certain angles. But good – it’s a pre-alpha, which otherwise ran very smoothly.
- Spawns with Overview : The old spawn screen is history. Now, after death, the camera flies to a high position over the map; at the spawn it goes down fast. This not only provides a cool effect, but also provides a better overview – on the way down you can also see enemies and can orientate themselves faster.
- HUD and adjustments : The HUD will be allowed to customize as in Battlefield 1. This means that the score changes depending on the damage or if you miss the deadly ball to an opponent; Ads such as awards and Co. are disabled, the Minimap can be customized and we get the full sum of the improvements to the “Battlefield 4” HUD, so that everything is as informative and clear. New are the ads of the brand “XY has revived you” or “XY has healed you” – very nice. The Commo Rose has changed a bit; is the core but still the well-known Commo Rose.
- Points : A lot has changed in the points. There are more points for team play – especially for conquering flags one is rewarded massively; At the same time, there are only a small bonus on kills, as well as the points for each life item subtracted.
- Squads yes, Commander no : The Commander is history; the squads are back. Now up to five people fit in a squad.
- Squad Commands : Squad commands are now displayed on the left side of the screen, and there are significantly more points for commands you follow.
The core of the infantry battles remains the same in Battlefield 1: walking around, shooting people, scoring points and hopefully working together as well as we can – so far, so well known. But a lot has happened in the details: new weapons, new features and functions should ensure that the good things remain from their predecessors and the frustrating elements are history.
- The Movement : The Movement does not do so much at first glance. As usual, one jumps animatedly over lower obstacles, leans while zooming out of cover and is otherwise quite fast on the way. New is the High Vaulting – a wall that is about as high as you are is no longer a problem. Here is Battlefield 1 – once again … – that DICE also developed Mirror’s Edge.
- 3D spotting yes, sound spotting no & Healing : 3D spotting is back in the normal preset. But the sound-spotting is missing: Who fires a weapon, is no longer marked on the minimap. This costs partial overview; makes stealth and attacks from behind more effective. Also known is the automatic regeneration of life points.
- Four classes : The four classes are exactly what you could expect. The Assault uses SMGs and fights vehicles with anti-tank shells or a rifle that you have to fire on a bi-pod; the Medic uses DMRs and assumes the role of Medic and vehicle repairers; The support uses LMGs, distributes ammunition and landmines, and the sniper is responsible for long distance combat and enemy sighting. But there was not much equipment and weapons yet to be seen.
- Bi-Pods : Bi-Pods are back. However, this time they are easier to use – you can set them up faster and then move easily. Unlike Battlefield 3 or Battlefield 4, you no longer feel like you’re welded in one place.
- weapon balance: The weapons are – even by the setting … – more varied and varied than in the previous titles. In addition, there is a higher muzzle velocity than in Battlefield 4 – at short range you have to hold little or no. It is also striking that DICE goes to great lengths to give each weapon its own strengths and weaknesses. So submachine guns are hard to beat; For this they quickly lose their effectiveness and, above all, their accuracy at a greater distance. The sniper rifles now have a special trick: usually only headshot is deadly right away; The immediately fatal chest hits from the last parts of melee are history. For this, every sniper rifle has a certain area, in which the rifle does maximum damage – with Weapon X, you can, for example, at 100 to 130 meters with hammer hits “One Hit” -Kills get. Also new: balls are braked at great distances – so you have to hold more than before. In general, the infantry battles seem a bit slower than in Battlefield 4.
- Melee : The melee is back and only partially new. New is a Bejonett attack, in which one – wildly screaming … – a few meters runs off particularly fast and turns off the opponent with a few stitches, if one shoots not fast enough. There are the well-known takedown animations from behind. Takedowns are complete from the beginning when the opponent is hit with exactly one attack – so if an opponent has 100 HP and we do 80 damage, then there is a normal sweeping attack and then the animation on the second attack. In general, the attacks have become much faster. By the way, the counter-knifing from Battlefield 4 is definitely history.
- Gadgets : As with the weapons, the playable version was also very limited in the gadgets. So far, there have not been any big surprises – Medics can revive very fast and always with 100 HP, the Recon can expose enemies with a signal pistol shortly on the minimap and the support has mines. What awaits us in the final game, we will learn in the coming weeks and months.
- Suppression : The suppression is back. So far it is only an optical effect – who is shot, sees the world a bit blurry; but there is no effect on balls. We hope it stays that way – we do not need random flying bullets like in Battlefield 3 …
- Gas masks : Gas masks can be put on by any player, protecting you from the effects of poison gas grenades. As long as you wear a gas mask, you can not zoom in, the field of view is limited and sounds are muffled.
No Battlefield without vehicles – so far, so clear. In Battlefield 1, there is much more going on here than in the previous titles: Own infantry classes for vehicle commandos, more destruction, animations and Co. make sure that Battlefield 1 takes a real step forward and the standards that are the last Years – despite various changes and innovations … – were replaced.
- Seven Vehicles : We saw an armored transporter, light, medium, and heavy tanks, as well as a light interceptor, a medium fighter with light bombs, and a bomber. There were stationary LMGs, anti-tank guns (with cool reload animation!) And anti-aircraft guns.
- Spawn : Now you can spawn in new tanks and airplanes only from the spawn screen. Of course, you can always get into abandoned vehicles. What’s new is that you can choose whether you want a light, medium or heavy vehicle – if nothing changes here, you could react faster and better to the tactical conditions. Of course it would be important at the point of a good balance, so that the decision really makes sense and there is not always an optimal vehicle choice.
- Animations : Anyone getting into vehicles will now always see an animation. Also when changing the position there is usually an animation to see – who changes in the plane from the pilot’s seat to the place of the gunner, does not appear there just like magic there, but really climbs there.
- Repair : Vehicles are no longer repaired automatically. If you do not have a medic in the area, the vehicle commander can also lend a hand in a tank or plane. Every five seconds about 20 points are repaired. During this time you can neither fire nor move (or steer in the airplane). To do this, the repair will be reset if hit in time. In other words, you have to retreat or be protected to get your vehicle ready to fight again; but you do not have to trust in a repairing comrade. (Which of course would be helpful.)
- Damage with sense : Damage to certain parts of a vehicle for the first time in the series has a real meaning with effect on the vehicle. For example, if you bombard a wing of a flyer, then the flight characteristics will change. Curb chains or the cannon (s) can also be destroyed. In other words: who shoots exactly can have real advantages.
- Ammunition : Apart from vehicle MGs that work with overheating mechanics, the ammunition regenerates itself. Compared to Battlefield 4 new: The ammunition regenerated in the playable version only if you had fired all the ammunition.
- Two classes : Who is vehicle command, will be either pilot doer tank command. In the playable version you had only a grenade and a light primary weapon when you leave the vehicle. It definitely makes sense to stay in your vehicle for as long as possible.
- Behemoth : In big modes, a powerful vehicle will assist the losing faction at the end of the turn. On St. Quentin, it was a zeppelin that brought guns and bombs and could be controlled. Cool: In the crash, the zeppelin took a pile of houses and stayed as a burning wreck for the rest of the round.
- Flattening : Physics works better than before. Heavy tanks roll easily through buildings; stuck vehicles were virtually invisible and the infamous slide did not even exist.
In general, Battlefield 1 looks extremely good from a technical point of view. A tick rate of 60 hertz has already been confirmed; you can see all the improvements from Battlefield 4. The – as in the past and a long pre-patch time … – stuck on small objects players were fortunately just as little to see as hanging or drifting on small hills vehicles. Add to that cool details – weapons and spills get dirty with explosions and especially rain; Destruction and effects are great. In general, everything shown so far from Battlefield 1 looks technically top.
Conclusion: high hopes & top impression
Battlefield 1 made a great impression on the E3. Optics, Gameplay and Co ,. seemed great. Of course you can bite into details – which is not wrong, because it often fails to detail or annoy the details – or worry about details. What you have seen so far four months before launch, but has been able to convince completely un through the bank. New mechanics, meaningful new features, drilled destruction and unique setting make Battlefield 1 look like a sure top title that can keep us busy for months and years. There will be more information in the coming weeks; a beta should follow in the summer – so there is enough time to look in detail at what we end up in the house. We’re definitely keeping our fingers crossed and very optimistic.