We’ve reported EA and Origin Access a few times ; But with Battlefield 1 , the news had little to do then. However, that’s changing now: DICE and EA have announced when to start their subscription service early in Battlefield 1 and what content is available for the 10-hour trial period. Incidentally, the short form is something like this: Five maps, four modes, all equipment and two single-player missions wait for a total of ten hours on the trial warriors.
The battlefields are St. Quentin Scar (aka the Alpha Map), Amiens, Sinai Desert (aka the Beta Map), Fao Fortress and Suez. The maps are all playable in four modes: Conquest, Rush, the multi-map operations and the Domination mode are included – from large vehicle battles to small infantry maps so everything should be there. You can try two singleplayer missions with Storm of Steel and Through Mud and Blood. All the progress made is taken over for the launch in the normal game. The launch for Battlefield 1 is on both EA Access and Origin Access on October 13th.
For those who do not know what hides behind EA Access and Origin Access: This is the “Xbox One” – or PC-exclusive subscription service from EA. For four euros a month you can play a steadily growing stack of mostly very up to date games in the so-called Vault, there is a 10 percent discount on all titles in the store (which applies to origin also for titles of other manufacturers …) and there are also the ten-hour trials, which usually start one to two weeks before release. In terms of content, both offers are considered very good and inexpensive – just who does not have all the games and would like to try one or two titles, drives here much cheaper than at key stores.
As part of the Road to Battlefield 1 , EA and DICE have been giving away DLCs for Battlefield 4 for a limited amount of time over the past few weeks. The motto was “If you’ve got it once, then you keep the DLC too” – so who packed now and then a DLC for zero euros in his virtual shopping cart, which was allowed since then happy to shoot through the DLC maps. Now EA goes a bit further: On the consoles all DLCs are already free ; The PC may traditionally follow a few hours later. An end of the free phase is not yet known; but traditionally it should go for a week.
To put it plainly, anyone who has always wanted to play China Rising, Second Assault, Naval Strike, Dragon’s Teeth and Final Stand, but accidentally does not own a Premium or missed the time the DLC was given away, may now strike. Simply drop the DLCs into the shopping cart at the platform of your choice, pay unimaginable zero dollars and then play the DLCs to the end of their days or until the launch of Battlefield 1.
By the way: We hope that no one will make the claim how unfair the premium owners are – in the end, as a premium owner, the DLCs have been gambling for years. No one would think to wonder that a game eight years ago today no longer costs the full price. (So hopefully, we believe in you!)
With one of the most discussed topics of the Battlefield 1 Beta was – how could it be otherwise … – the Gunplay. While some praise it in the sky, others criticize it as “random” or “not skill-based” – things that are heard in virtually every shooter and often give little insight into what exactly and actually happens. That’s why we take a small and comprehensive look at the Gunplay of Battlefield 1 and explain what works on it, what the background is and why, how it’s solved. Have fun!
More differences and clear tasks
The declared aim of DICE for Battlefield 1 was to have less allrounder weapons in play and to ensure that each weapon gets its own niche instead. Both the classes and the weapons should have their own tasks. For this reason, there are no cross-class weapons and the lead chips are more different: submachine guns fire fast and are good in close combat; DMRs are very strong at medium to long range, LMGs are rather inaccurate and reward long bursts of fire and so forth and so on. In addition, sniper rifles have the maximum damage at a certain distance even with body matches. Apart from these obvious changes, more has been done, which requires a bit more in-depth knowledge …
Technical stuff #VeryNerdy
The Battlefield 1 weapon mechanics have been developed by DICE’s new Gunplay team, which now includes former Symthic Community members. The Symathic community has been analyzing the values and mechanics of current shooters for a long time. In general, DICE has been using various assets for quite some time to balance the gunplay of a weapon. The short overview looks like this …
Recoil : The recoil simply determines the direction in which the weapon warps in automatic fire. In addition to horizontal Recoil (weapon warps sideways) there is still the vertical Recoil (warps up or down). The Recoil can generally be easily compensated with some experience.
Spread : The spread determines the three-dimensional range in which fired bullets can be located. This area must be imagined as a cone: all balls are always in this cone; the farther the target is, the higher the chance that the ball will not hit a target. Movement further increases the spread; without zoom, the spread is even higher. Incidentally, the spread value is given as a number of degrees and can not be compensated.
Spread Increase : The spread widen in almost all weapon groups with continuous fire or fast firing. Of course, the chances of winning will continue to worsen.
Spread Decrease : The spread is slowly but surely reset if you do not fire. The value depends on movement and is evenly distributed over time.
Damage : We do not have to explain that, right? Or?!
Damage Drop-Off : The maximum possible damage will continue to decrease from a certain distance until a minimum damage value is reached.
Rate of Fire and Reload Time : Rate of Fire and reload time are other values that determine the performance of a weapon.
Drag : Behind Drag hiding various effects: The gravitational pull pulls the ball down; In addition it loses with larger flight range by the air resistance at speed.
Examples and details
There were actually only three weapon variants in open beta: “Bolt Action” rifles that have virtually no spread when standing and zoomed, the other normal weapons and LMGs that get more accurate with each shot after a few very inaccurate shots. In itself, the topic is quite simple: I fire a weapon and the math does the rest. The recoil can be seen and compensated; however, the spread is not directly visible. Each shot has a certain probability to hit the target exactly by the spread at a certain distance, depending on the situation. In Battlefield 1, for example, with each first shot of the MP18 (in each execution), you will always hit an opponent’s head with the first shot at 35 yards. If you continue firing in automatic mode,
What has changed in the mechanics compared to Battlefield 4 or Battlefield 3?
The only real change compared to the older games is that now already the first shot has a significant spread and that the spread decline is much lower. The values are as follows …
Battlefield 4 : In Battlefield 4, the spread decrease on the very accurate assault rifle AEK-971 was 7.7 per second. The spread increased by 0.117 per shot.
Battlefield 3 : In the M16A3 in Battlefield 3, the spread decrease was as high as 15 per second. The spread increased by 0.1 per shot. (By the way: These are the best values for an assault rifle, so it’s probably no secret why many people used to run around with the M16A3 in the old days …)
Battlefield Hardline : The weapon balance looks very similar to Battlefield 3, although the recoil is slightly higher.
Battlefield 1 : In Battlefield 1, automatic weapons like the MP18 only get a spread decrease of 2.28 per second with a Spread Increase of 0.15 – so it takes a lot longer for a weapon to firing at maximum accuracy.
Exactly this change makes the notorious tap-firing impossible: While in the last titles you could just make very fast single shots and still fire very fast very accurate, that is no longer possible in Battlefield 1. And that is – in a nutshell – actually everything that has changed in the Gunplay mechanics of Battlefield 1 compared to Battlefield 4 or Battlefield 3.
Mad cuz bad?
The response of no fewer players in the open beta was not long in coming: The gunplay “feel like Star Wars Battlefront”, it was “casual” and in general, the changes were made only so that “the Noobs have a chance. “The reality actually looks completely different: weapons in Battlefrontactually have no spread and the quasi laser accurate weapons weapons are balanced over very low damage values. With Battlefield 1, this has nothing to do with anything – why experienced and good games make corresponding statements is a mystery to us, given the facts and values. Of course, Battlefield 1 has a different feel: tap-firing is broken, and weapons have clearer niches that break old tactics and gameplay. But at the same time Battlefield 1 is a different game than its predecessors, which is a bit slower and more tactical to play.
And what is the best way to play?
To be successful in Battlefield 1, you have to know the weapons and calculate the distance. For all weapons up to LMGs, sniper rifles and shotguns is true: At 10 to 20 meters – depending on the weapon … – continuous fire usually a very good idea. At greater distances you should then set for maximum success on bursts that are shorter with increasing distance. LMGs get more accurate with longer firing – so if you are looking for a quiet corner and have the chance to burn the first few balls (usually five), you will get very exact and deadly weapons with high firing rate as the spread decreases. That’s easy in and of itself; old strategies do not work anymore.
#SearchSkill, right? RIGHT ?!
The issue of weapon balance is always difficult. Like most design decisions, it’s a plan that you can like, support, or reject. Add to that the question of whether gunplay works in Battlefield 1 and whether it’s fun. All these are questions that you have to answer for yourself. A plan can sound good on paper, only to be dreadful and vice versa, something on paper can be subtly mean and still be fun. The important thing is that you know what happens and why it happens. We do not want to have to decide for you whether the new Gunplay of Battlefield 1 is great or not – you have to decide for yourself. But at the same time, we do not want to play catchword bingo that ignores all facts and realities.
The Beta of Battlefield 1 continues to run unchanged, feedback is accumulating tons of tons and from time to time we still can not completely shake off the terrible feeling that one or the other player is not quite sure what he is doing there. That’s why we have the ultimate guide to make you truly successful in the end and not end up as a parched skeleton in the sandstorm. Be it the gunplay, the class selection or tips and tricks for the vehicles – here is the overview, so you are very successful. By the way , for general information we recommend a look into our Survival Guide – once again we do not explain to you how it goes with the spawning of vehicles and vehicle classes …
Which class should I play? Actually you always have the free choice, which class you want to play. Each class offers its own weapons, special abilities and gadgets. It’s important to know how to unlock new gear and when to play what …
Bug-Free : Many class-specific weapons and gadgets require class ranks. That means: play with the class and everything will be fine. Unfortunately, this is only half true: It will only be good if you go regularly from the server. In the beta, the class progress is sometimes not stored correctly – a change of the server helps, so it goes on.
Assault for melee and vehicle combat : The Assault is intended for close combat. Shotguns and submachine guns cut cleanly at short range; At long distances, the weapons are very inaccurate and do very little damage – from 20 or 25 meters would be felt cotton balls also an option. There are with dynamite (does not hang and can be gewofen), the armored rifle (only with support for the Bi-Pod firing) and Co. powerful weapons to crack vehicles. But that’s not easy – tanks are powerful and deadly vehicles in Battlefield 1. As long as you stay in town, you can always play the assault.
Support to keep on top : The support uses LMGs and should set – apart from the distribution of ammunition and the laying of mines … – on continuous fire and half-high cover. With continuous fire, LMGs become more accurate; The Bi-Pod is placed automatically as soon as you lie down or a half-height cover is in front of you. Run and Gun is not a good tactic.
Medic to revive : The Medic is a bit harder to play – mainly because the DMRs are sometimes semi-automatic and require a correspondingly good weapon mastery and accuracy. For this you can fight on virtually any distance successfully; With a little patience and cover you can clean up properly. The grenade launcher can also do enemies well; Of course the medipack and the reviving syringe are extremely important to the team.
Sniper for the distance : Sniping is pretty easy in Battlefield 1 and very satisfying. However, you have to get closer to the enemy and in the sunshine reveals a shining riflescope. By the way, with the telescope you can mark enemies, which are displayed as silhouettes for your own team. With his K-Bullets, the sniper can make the opposing team desperate and disable their vehicles.
The Gunplay The Gunplay of Battlefield 1 confused currently one or the other experienced players. To blame are various design decisions that are primarily to ensure that the classes and weapons have clearly defined strengths and weaknesses.
You should almost never set on continuous fire : continuous fire is almost forgotten up to LMGs. From a certain amount of bullets fired in sustained fire, the spread becomes so great that you do not even hit a barn door yourself.
You should forget tap-firing : So far, tap-firing has been an oft-used tactic in Battlefield. It shoots single shots as quickly as possible and the game rewarded with high accuracy. This no longer works in Battlefield 1: you must now get to know the characteristics of your weapon and rely on shorter or longer bursts of fire, depending on the weapon.
Permanent fire for LMGs : LMGs should always be used in continuous fire unlike the other weapons. Similar to Battlefield 2142, the spread on sustained fire decreases and the LMGs become more accurate. That may be unrealistic; but fits perfectly with the weapon class. You should use the Bi-Pod whenever possible.
Watch the sniper distance: Each sniper rifle has a distance that is considered optimal. At this distance, a body shot is deadly. If you are at the right distance from your target, you will get lighter kills.
Pay attention to the distance : In general, it is very important to pay attention to the distance. The assault has to go close; The Medic may choose it and the sniper must pay attention anyway thanks to the above-mentioned specificity.
Which vehicle should I use? The Beta offers in addition to horses and transport vehicles seven real combat vehicles. Three planes (Attack Plane, Bomber and Fighter Plane) and four ground vehicles (Light Tank, Landship, Heavy Tank and Artillery Truck) leave little to be desired; There are three adaptations per vehicle.
Easy choice : Once you have selected a vehicle in the spawn menu, it is considered as occupied by you. Now you have the opportunity to customize it.
Pay attention to the situation : One of the most important things is to look at the game situation. If you want to fly and see that the opponents have air superiority, you should not bet on the bomber; If you see that the opponents are superior on the ground, you should get a vehicle equipped for the fight against ground units. The same applies to armored vehicles. Which vehicle setup you take depends on your preferences – in general the setups take little. Incidentally, the weather can also put you on the wrong track – poor visibility is very bad for airmen and also bad for tanks.
Bombs is rare : The bomber you should only get if you have the air superiority or two good gunners support you. That does not happen so often.
Passengers : Take care of the tanks that you take passengers. Just the area between the flags at the base and the two central flags in the city offers very little coverage.
Slightly broken : The Artillery Truck nasty clean; He is broken for that too fast. Two or three bullet hits make him explode.
Use the tools : tanks can lay mines, drop health packs, and do more. Take advantage of that.
Fixed : If you get damaged, pull back and use the repair. You are not allowed to be hit.
The fight against vehicles One of the most phrased assertions is that especially the tanks in Battlefield 1 are too strong. This really applies in the case of the light tank in beta; But it is not really dramatic here either. With a little skill you have no problems either way.
Watch out for cover : If the enemy can not see you, then he can not hurt you – he does not know you’re here. So hide accordingly and pay attention to the line of sight.
Lonely attacks lead to lonely graves : Who alone (or sometimes in pairs) attacks a tank, has a problem. That may have worked in Battlefield 4; that simply does not work in Battlefield 1. Never attack tanks on their own. Sometimes it may be wiser to simply let a tank go away instead of attacking it.
Use Your Equipment : Use all the equipment you have next to cover. Even a Landship can not do anything against five or more opponents who attack it together.
Prevents Repair : Prevents vehicles from being able to retract and repair under all circumstances. You have to damage them further. Especially the sniper’s armored rifle and K-bullets have a very important role to play as they can attack the tank from a great distance.
A battlefield with frontlines and angles Sinai Desert is according to statements of various game changers with the map in Battlefield 1, the least they like. With a few tips and tricks you can still have fun …
Three times two flags : Actually, the map is strictly symmetrical: on one side the open desert, on the other side the steep cliff and three times two pairs of flags.
The two flags close to their own base : The two flags on the own base are reached quickly and easily taken. Generally there are height differences, a lot of cover and you can operate well with vehicles. Make sure that these flags are not stolen by the enemy.
The two central flags : The two central flags are located in the middle of the city. Important to know: While the flag environment offers a lot of cover, the way does not do it. Between the flags near the base and the city, there is a fairly open area that snipers love. Put on vans here and most of all do not run wild. In the city then dominates the house fight – in addition to spotting it is important to pay attention to the ambient noise due to lack of sound spotting.
The flag in the desert : The flag in the desert is intended primarily for aircraft that they can take. If you do not have a vehicle, then just forget it – the way is long and you’re an easy target for airmen, tanks, snipers and probably even scorpions, if there were.
Important other things We wrote down a few more things for you …
Horses are good for a surprise : horses can be fun and provide surprises. Generally, you do not have to use them – you will become a much bigger target despite the speed gain.
Melee : If you land in close combat, then try to hurt the enemy in close combat and then use a melee attack.
Screamer : Who uses the bayonet attack cries it. Because most opponents are deaf, you can still use this especially from behind.
Playing in the squad : Plays always Squad. In addition to bonus points, your comrades often spawn with you and you are not alone.
Elite Classes : The elite classes are strong but not invincible. They always spawn in the same places.
Spotting saves lives : And by that we do not just mean our lives, because we do not have a heart attack with anger.
Bugs and things that change to the release A few things in beta are still banned. Here is an overview of what will change.
Strong rider : Those who descend from the horse and use the rider equipment have too many health points in the beta.
Too strong a light tank : The light tank is too strong in the beta. That will change for the launch.
Mini Icons : Many icons are too small and can not – yet … – not be customized. This is not nice for Medics.
Targeted and not hit : Diverse vehicles have even smaller bugs with the target device – balls sometimes go wrong.