DICE has released a brand new update for Battlefield 5. According to the release notes, patch 4.4 adds two new maps, two new weapons, improves stability, reduces stuttering, increases Max Career Rank to 500 and more.
Going into more details, update 4.4 adds the Lofoten Islands and Provence maps. These maps will be available on Squad Conquest and Team Deathmatch. Moreover, it adds the Panzerbusche 39 and the Breda M1935 PG weapons for Tides of War.
As always, DICE has also implemented some balance tweaks to the weapons. For instance, the bullet penetration effectiveness of Bolt Action Sniper Rifles and Self Loading Rifles through materials has been adjusted, and the melee damage of light melee weapons such as knives to 35 from 27 has been increased.
Moreover, this patch allows players to throw back their own grenades. It also tweaks and improves the visual effects for hand grenade explosions. On the PC side, this patch also improves the Commo Rose input while using a mouse which should make it easier to use.
As always, Origin will download this patch the next time you launch its client. Below you can also find the complete changelog for this latest update.
Battlefield 5 Patch 4.4 Release Notes
What’s New?
- Two New Maps – Lofoten Islands and Provence (Available on Squad Conquest and Team Deathmatch)
- 2 New Weapons deploying across the next 2 weeks of Tides of War (Panzerbusche 39 and the Breda M1935 PG)
- Max Career Rank increase to 500
What’s Changed?
Stability
- General stability improvements and crash fixes
- Resolved a performance issue that could occur when breaking enemies armor on Firestorm and cause Stuttering
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.
Weapons
We’ve performed a balanced pass across the damage of our Sniper Rifles, and the Recoil applied to our SMGs. Relative to the SMG’s specifically, we’ve switched out some of the Specialisations on Weapons which we believe would benefit from an alternative option. In these cases, you should find that your SMG’s may require a repec so double check your loadouts before deploying!?
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
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
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
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 ?
PC Specific Improvements
- Improved the Commo Rose input while using a mouse which should make it easier to use
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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