Battlefield 5 Rush Changes Detailed and Explained by DICE

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Remember when we said yesterday that DICE is bringing back the Rush game mode to Battlefield 5 this week? As it turns out, the studio is making a lot of Battlefield 5 Rush changes based on fan feedback, too!

Over on the BF5 ubreddit, DICE listed the most common feedback points of discussion regarding Rush, and list them down below:

  • The sectors are too wide allowing too much hidden flanking and back capping.
  • The sectors are too short in length. Defenders should be able to push further towards the attackers.
  • Some of the maps should receive some Rush specific changes to make the mode shine on them.
  • Certain sectors are lacking cover or flanking alternatives.
  • The Reinforcement artillery barrage creates too much disturbance on the objective.
  • The defender artillery call ins from the objectives feel like a cheap way of getting kills.
  • The arming and disarming animations are too long.
  • The big artillery cannons allow for a lot of hide and seek at the objective cater more towards a campy playstyle.
  • Attackers seem to win most of the time on all 3 maps.

DICE says that most fans ask the studio to make BF5’s Rush into ‘just make it like it was in Battlefield 3,” Here’s a list of Battlefield 5 Rush changes, why they were made, and why some changes weren’t made.

  • After some internal discussion that we’ve had around the studio, and from playing on public servers with you all, we agree that some of the sectors and the areas of the maps that we were using needed some proper adjustments for Rush as well as some changes to the combat areas – in regards to both length and depth. More details about that are further below.
  • As you know, we also made adjustments to the Reinforcement artillery barrage a few updates back. We know how prominent this was when we first introduced Rush, we hope it will feel better now and we will keep an eye on it going forward should it not play out nicely – particularly in regards to Rush.
  • Related to the above, we have removed the artillery call-in on the Rush objectives. It just didn’t make sense anymore with the Reinforcement option.
  • We decided to keep the arming and disarming animations since they add an interesting risk/reward dynamic and require you to play a bit more with your squad. We agree that the situation could feel a bit sluggish, and for that reason we have sped up the animation and adjusted the interaction times to BF3 standards.
  • The big artillery cannons have been replaced with smaller versions. This should make it easier to quickly read the space around the objective without getting surprised by hiding enemies.
  • We also adjusted the amount of tanks in Rush. We do believe that vehicles have a place in this gamemode, but with only 32 players and a more narrow playground we need to be more careful since they can heavily change balance of a sector. For that reason we reduced the overall amount of tanks. Narvik only supports tanks in the first sector, Twisted Steel offers a tank to the attacking team in the early sectors and then gives a tank to the defenders in the last sector. Devastation doesn’t support tank gameplay.

Finally, the studio listed the Battlefield 5 Rush changes made into each map as well.

Battlefield 5 Rush changes per map:

Changes to Twisted Steel

General – The Combat Area in all sectors have received an extension to their depth (see here)

General – Spawns in all sector have received adjustments according to telemetry and layout changes. Furthermore the distances have been adjusted to reflect BF3’s metrics.

General – Fortifications got adjusted and extended across all sectors.

https://i.redd.it/4zt0r1hs0xa31.jpg

Sector 1 – The sector has been lengthened towards the attacker spawn and the attacker HQ has been pulled back behind the farm area.

Sector 1 – The A objective has been moved forward into the trenches (see here)

Sector 3 – The area between Sector 2 and 3 have received a pass on it’s fortifications and now has a lot more cover.

Sector 3 – Spawns for both teams have been adjusted depending on which objective has been destroyed. This was required since the objectives are now placed in sequence (meaning that one is closer than the other), vs in parallel across the frontline of the sector.

Sector 3 – Defenders have received a tank spawn for this phase. Tanks are otherwise available for attackers during phases 1-3, with phase 4 removing all tank spawns.

Changes to Narvik

General – The Combat Area in all sectors have received an extension to their depth.

General – Spawns in all sector have received adjustments according to telemetry and layout changes. Furthermore the distances have been adjusted to reflect BF3’s metrics.

General – Fortifications have been adjusted, and extended across all sectors.

https://i.redd.it/0lammp9w0xa31.jpg

Sector 1 – The position of the objective that was previously on the street has changed. It’s now positioned in the city ruin area (see here)

Sector 3 – This sector has been moved to the loading dock bridge as we felt that in the previous versions of sector 3 and 4 that they didn’t offer up a good playing space and the positioning of the objective didn’t play as well as we would have hoped (see here)

Sector 3 – The whole area around Objective A has received additional cover and improved geometry for better close quarter combat. We have also added the scaffolding geometry around the loading dock that has previously been introduced in Grind.

Sector 4 – This sector is now situated in the train depot, and up on top of the hill closest to the bunkers (see here)

Changes to Devastation

General – The Combat Area in all sectors have received an extension to their depth.

General – Spawns in all sectors have received adjustments according to telemetry and layout changes. Furthermore the distances got adjusted to reflect BF3’s metrics.

General – Fortifications have been adjusted, and extended across all sectors.

https://i.redd.it/83gi53a61xa31.jpg

Sector 1 – Defenders should no longer spawn in the Cathedral area, but instead spawn behind the objectives. This way attackers won’t get shot in the side when approaching the library.

Sector 2 – The positions of the objectives have changed completely in order to allow for a more balanced and fun experience. Fortifications and defense lines have also been accordingly adjusted.

Sector 2 – Some of the geometry changes that were introduced in Fortress have been added to the cathedral.

Sector 3 – The positions of the objective have changed completely. A is now situated in the narrow street parallel to the cinema. B is positioned in the lobby of said cinema. Fortifications and defense lines have been adjusted accordingly (see here)

Rush will be available in Battlefield 5 this coming Thursday (tomorrow),

 

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