Battlefield 2042 Core Feedback for Maps Discussed by DICE; Oultines Some of the Changes Incoming

Battlefield 2042 Season 1

Back in February, Battlefield 2042 developers at DICE and Ripple Effect mentioned that they were going to be more transparent regarding the game’s top issues. It seems that transparency is slowly turning to fruition, as DICE has now discussed the Battlefield 2042 core feedback for maps.

In an in-depth blog post, Battlefield Community Lead Adam Freeman touches on the issues players have had with the game’s maps in All-Out Warfare. We’ve listed some of the stuff discussed, and included some key points, so players can see what the studio is doing now.


We’re currently looking to reduce the overall travel time between Flag and Base Spawn on some maps by moving both the Base Spawn, and closest Flags. We’ve already identified a number of obvious candidates that fall outside of our new expected behaviours, but we want to hear from you on this topic as well. Which maps presently provide a poor opening experience because of the location of the Base Spawn? Which maps are making it harder to get back into the fight in an all cap scenario? Later on in the post, we’ll share a link to a general feedback thread that we’ve opened up to capture some of this feedback, but don’t be shy to have these conversations out amongst other hubs of Battlefield Community. We’re out there monitoring the conversations and are keen to hear what you have to say.


In terms of improvements, we are presently reviewing if it makes sense to keep Breakthrough as 128 players vs 64, or if we feel that a reduction of the total number of vehicles that can spawn ensures that their presence isn’t as overwhelming, and gives infantry players a more important role. In the leadup to the Holidays, we introduced 64 player Breakthrough, and recently made some changes to the ticket values across the mode based on behaviors we were seeing in the final objective phase. Right now, we feel that Breakthrough on 64 players provides the best experience of Breakthrough.

Line of Sight:

Our current plan for improvement is to ensure there are more opportunities to hide yourself from enemy line of sight while traversing from objective to objective, with a goal of ours being to reduce the focus on long-range combat, and the necessity of carrying weapons which perform best in these ranges.


We’re presently looking to bring improvements into the paths that we have on our maps, to make clearer and more defined paths while traveling between objectives in order to keep combat focused, and to make it easier to understand how to get from one objective to the next. If you have thoughts or examples that align to those goals, please don’t be shy to show us. These can be as basic as extracting a 2 minute clip of you moving from flag to flag, and calling out to us the experience you had whilst doing that (good or bad), or discussion of specific areas that you feel are presently lacking good pathing, or are the best examples of where this is currently strongest.


We are looking to address this by reviewing the need for additional cover in places where we feel that they’re needed. In line with what has been discussed in some of our other focus areas, our intent is to reduce the likelihood of being fired at from a 360 degree angle, and to take away that Hail Mary feeling of running onto no man’s land between objectives.

Examples of these improvement areas across current maps:

Breakthrough – Sector A on Kaleidoscope Large – this is a good example of where we feel the objectives are too far from the Defending Base Spawn. It’s difficult to make it from spawn to those objectives, alive. There’s very little cover across the immediate road and grassy embankments as soon as you’re out of the spawn area. We feel it’s currently too unforgiving for the attacking side.

Conquest – Kaleidoscope – we notice very few people run from the left tower up through the skatepark and to the dome. There are too many open spaces without cover which leave you open for a lengthy amount of time. As an example we’ve added the heatmap below which shows large areas of the map are underutilized as they are considered too dangerous.

While the changes outlined by DICE look to improve the overall flow and feel of matches, the studio does mention that this requires “substantial development time,” and as such, players shouldn’t expect these proposed changes to be made available to players simultaenously across all the maps.

Per DICE, the priority now is to make improvements to Kaleidoscope on both Conquest, and Breakthrough, and the changes are planned to be available when Season 1 rolls in sometime in summer.

The studio is seeking feedback from gamers, which they can leave on the official Battlefield forums, and later this month, the studio will share the feedback of the players, and what’s some of the things suggested the studio can pursue.

You can read the entire Battlefield 2042 core feedback on maps right here.

As for what’s next on the table, DICE has announced that the next title update, patch 3.3, will be deployed next week.

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Andrew Mycoskie
2 years ago

if you are reducing long range engagements, why have a sniper class? this isnt Call of Battlefield with noscope scrubs.

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