Battlefield 2042 Breakthrough Tickets Updated to Help “Even Out the Odds”

Battlefield 2042 Breakthrough Tickets

Those who play Battlefield 2042’s Breakthrough mode, you’ll be glad to know that DICE has made some changes to make things fair. Rolled out via a backend server update (no download required), the Battlefield 2042 Breakthrough Tickets have been updated to help ni certain sections of matches. Check out the explanation and changes made below.

Battlefield 2042 Breakthrough Tickets Update Explanation and Breakdown:

We have updated ticket values for Attackers in Breakthrough as part of a backend update on our servers this morning.

Over recent weeks, we have been monitoring match outcomes and observed that the attacking team often started with the maximum number of reinforcements in the final sector, which is neither balanced, nail-biting, nor fair for the opposing team.

The purpose of this change is to help even out the odds and create a more exciting experience throughout the match, especially in the final sectors.

On 128 Player layouts, the attacking team will now start with a slightly increased ticket count, but subsequently receive less tickets per sector.

On 64 Player layouts, attackers will receive less tickets per sector, but will also start with less initial tickets to help address a wider gap in the balance.

Here’s a complete breakdown of the changes.

We’ll be monitoring these changes to ensure that it’s producing healthier rounds, and will let you know if we need to make further adjustments in the future.

Breakaway

  • 128 Players
    • Initial Tickets: 650 (up from 600)
    • Tickets Rewarded per Sector: 200 (down from 300)
  • 64 Players
    • Initial Tickets: 300  (down from 400)
    • Tickets Rewarded per Sector: 75 (down from 150)

Discarded

  • 128 Players
    • Initial Tickets: 750 (up from 600)
    • Tickets Rewarded per Sector: 200 (down from 300)
  • 64 Players
    • Initial Tickets: 350 (down from 400)
    • Tickets Rewarded per Sector: 100 (down from 150)

Hourglass

  • 128 Players
    • Initial Tickets: 700 (up from 600)
    • Tickets Rewarded per Sector: 225 (down from 300)
  • 64 Players
    • Initial Tickets: 300 (down from 400)
    • Tickets Rewarded per Sector: 75 (down from 150)

Kaleidoscope

  • 128 Players
    • Initial Tickets: 600 (No Change)
    • Tickets Rewarded per Sector:300 (No Change)
  • 64 Players
    • Initial Tickets: 300 (down from 400)
    • Tickets Rewarded per Sector: 75 (down from 150)

Manifest

  • 128 Players
    • Initial Tickets: 700 (up from 600)
    • Tickets Rewarded per Sector: 275 (down from 300)
  • 64 Players
    • Initial Tickets: 400 (No change)
    • Tickets Rewarded per Sector: 75 (down from 150)

Orbital

  • 128 Players
    • Initial Tickets: 700 (up from 600)
    • Tickets Rewarded per Sector: 150 (down from 300)
  • 64 Players
    • Initial Tickets: 300 (down from 400)
    • Tickets Rewarded per Sector: 75 (down from 150)

Renewal

  • 128 Players
    • Initial Tickets: 650 (up from 600)
    • Tickets Rewarded per Sector: 150 (down from 300)
  • 64 Players
    • Initial Tickets: 400 (No change)
    • Tickets Rewarded per Sector: 75 (down from 150)

While DICE certainly took their time in adjusting the tickets, at least it’s made more fair now compared to what the initial values were. Hopefully this is the start of the studio being more transparent on top issues just like what one of the devs said.

Source: EA Answers

Top Games and Upcoming Releases