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BF2142 Patch History

Battlefield 2142 Update 1.51 is comming!

Why?
Reading the feedback you guys give us in the gaming forums, it’s been clear to us that the game was lacking in a tight infantry map with the PLA army involved. So we set out to create a map with that in mind and this is the result of that. That map, which we have called Operation Blue Pearl, will appear in the upcoming Battlefield 2 Update 1.50 and Battlefield 2142 Update 1.51.
Read more on: : i3D.net Game Forums http://forum.i3d.net/main-bf2142/53379-battlefield-2142-update-1-51-a.html

Limitations
As some of you probably know, BF2 has been around for a while and many of the current players have rigs that can run the game at high settings. But to us, creating official content, we still have to keep the low specs of the game in mind designing a map.

That’s where the “fog of war” comes in. When we make maps here at DICE we are constantly using programs that check draw-calls on our maps so that, wherever you position yourself on the map, the draw-calls never exceed the maximum limit. (A draw-call is when the game engine must call a texture image into the graphic card’s memory for it to be rendered on screen. The more draw-calls the game must make, the more it impacts computer performance so limiting these is one of the cornerstones of game production.)

In order to make a tight city-feel map you need a certain object density. The only way to get that is to use fog to “cull” distant objects.

This also prohibits us from using air vehicles on this kind of map. On ground level, your view is often blocked by buildings and other objects, keeping the draw-calls in check. If you would use an air vehicle you would get a free 180’ view of the city which would make the draw-calls exceed the maximum number.

The setting
Even though this new map reuse all content from the original game we’ve tried to come up with something that we hope will feel fresh for you. As already mentioned the map gives you an infantry, city setting with the PLA army, which hasn’t been present in the game before.

We’ve also dug deep in the vaults of what we’ve got here at DICE and tried to bring up some of the objects that weren’t used as frequently in the original release, spotlighting these to hopefully give you a new experience.

We here at DICE also felt that BF2 lacked a map with a beach landing scenario – like “Omaha Beach” in BF 1942. That’s why we’ve made this map into a beach landing and hopefully you guys will enjoy that experience.

Feedback from beta testing
As we roll this map out in open beta we are very interested to know what you players out there think about it. Can we make changes that would make the map better and of course, find any bugs left in the map. If you’re interested in making this map a better experience for all, please give us feedback.
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=53379

Going into a feedback session there are a few things that have to be kept in mind. The main thing is to understand what experience this map wants to convey – a grinding, hard push of infantry fighting through an urban setting. I.e. – that map should be fun to play as infantry. That’s its main focus. The vehicles in there should add a flavour to the map, but not ruin the infantry experience.

With that said, our main questions are:

Does the beach landing work?
For the landing to work it’s absolutely crucial that the US troops don’t get owned by PLA AT:s. We know this is a risk and that’s one of the main feedback points we need to get from you guys – is the beach landing successful. Keep in mind it should be hard, but not impossible and boring.

Is it too easy to back-cap the Chinese home base?
With an assault map, the experience we’re looking for is a gradual grind that slowly moves the battle to the back of the map. We’ve left a sneak hole to get past the front in case the front flag is to heavily defended, but this shouldn’t be a too easy way.

Bugs
These annoyances always seem to sneak through. There will be areas where you can get stuck, get into objects and so on. Please, feedback on these too.

Thanks in advance!

Source

There's still no answer for the question - when is this patch going to be released?

More screens
Attached Thumbnails
Battlefield 2142 Update 1.51-screen006.1229501359.jpg   Battlefield 2142 Update 1.51-screen013.1229501361.jpg  

Battlefield 2142 Update 1.51-screen019.jpg   Battlefield 2142 Update 1.51-screen027.jpg

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Patch 1.50

Features

• Added community maps, Wake Island 2142 and Operation Shingle
• Added the ability to use widescreen resolutions.
• Added No Vehicles mode.
• Added Conquest Assault mode.
• Changed the volume control for the Commander Voice Over on request of the esports community.
• Changes made to pod steering mechanism to improve control while limiting pod surfing.

Fixes

• Fixed the loading issue caused by corrupt Radial.cdb file
• Various changes made to prevent cheating.

Wake Island 2142

• Narrowed down the land bridge
• Fixed FAVs not spawning more than twice
• Add wrecked gunship to titan deck
• Shorten FAV spawn time
• Add FAV to Beach
• Add crates to top of dock
• Create path from Village to other side of island
• Add anti tank gun to Village
• Add anti air gun to Beach
• Add additional blockades against mech movement at entrance to dock
• Get rid of Island flagpole
• Add crate next to antenna at main base to help people jump up on it
• Fix small bug with beached ship at Beach
• Add trees back to small island
• Reduce the respawn time of EU gunship 30 -> 20
• Increased docked titan pod velocity 38 -> 41
• Move AA gun at main base
• Crates/barrels on Titan deck
• Reduce FAV spawn delay
• Move PAC assets to island tips
• FAV spawn at main base - cars start rolling forwards
• At Office and Checkpoint, the antitank can kill the titan AA gun
• Put tank barriers in front of dock entrance
• Bring consoles on docked titan back to normal strength
• Indestructible PAC titan
• Limit PAC to only one gunship
• Increase docked titan pod launch velocity 35 -> 38
• Add ladder on other side of dock
• Turn EU gunship 180 degrees
• Add spawnpoints on top of dock to Dock CP
• Increase the time it takes to capture Core flag
• Moved PAC titan back 
• Replace stairs up to dock with ladder
• Fix docked titan pods launching backwards
• Reduce the respawn time of EU gunship 80 -> 30

Operation Shingle

• Added no vehichles mode.
• Added assault lines mode.
• Preview Map updated to reflect proper Team positioning
• Tickets have been reversed. Attacking team now has extra 30 tickets.
• Columns/Command Center/Refugee Camp flags cannot be capped from a level below their locations.
• Battle Walkers no longer do the MOONWALK on spawn
• minculldistance has been removed

Patch 1.40

Features

• Added a new map
• Highway Tampa.
• Added an autosave to kit customisations. After you customise a kit and spawn in with that kit, the customisation will be automatically saved until you change it and spawn in again. Note that you must spawn in with a particular kit for it to be saved.
• Titans will now spawn up to two gunships per side
• Squad Leaders no longer have to resupply to re-equip destroyed drones CHANGES
• Exploit Fix: hardcoded the time limits of Orbital and EMP strikes.
• RDX Shotgun now detonates RDX, Motion Mines, AP Mines with minimum of 2 rounds.
• Ported EU Assault Rifle changes to the Best Buy unlock as well.
• Fixed LMG Left/Right Recoil
• Revised EU Assault Rifle Recoil
• Increased Clark rate of fire to match Herzog
• Fixed PAC shotgun attachment recoil to match other Herzogs
• Further adjustment to Squad Leader drones to prevent them accidentally killing the Squad Leader when deployed
• Further fix to prevent "pod surfing". Note that some pod movement will still be possible and is an intended gameplay mechanic to allow the player to have some small choice of landing site and to access rooftops
• Smoke from the CM3-N Radar Grenade deploys more quickly. The Radar range has been slightly increased and endures for the duration of the smoke effect.
• The CM3-N Radar Grenade may now be resupplied.
• The screening effectiveness of all smoke grenades has been significantly improved.
• Adjusted Talon heat source position to improve Gunship missile balance.
• Beta Feedback: Fixed the placement of an AA gun on Highway Tampa
• Beta Feedback: Improved the visuals of the swimming pool on Highway Tampa

Patch 1.25

• Fixed PAC Titan geometry exploit: Players may no longer sink into the hull of the PAC titan to freely attack defenders, consoles and the core.
• Fixed EU Titan geometry exploit: Players may no longer sink into the hull of the EU Titan to freely attack defenders, consoles and the core.
• Fixed Squad Leader Drone bug: The spawn placement of the SL drone has been raised to prevent instances where the drone would kill the Squad Leader.
• APM Tuning: The detection radius for Anti-Personnel Mines has been reduced. Players will need to walk much closer to APMs in order to set them off. The blast radius of the APM has also been decreased.
• Fixed radar grenade bug: The bug which caused the radar grenade to sometimes not appear on players’ mini-map has been fixed.
• Fixed Bridge at Remagen Exploit: Players will no longer be able to move inside the west facing slope on the bridge.
• Moding addition: Editing for ‘Physics. AirDensityZeroAtHeight’ has been added.
• Moding addition: The command ‘object.listObjectsofTemplate’ has been re-added to the rcon_invoke command list.
• Improved SAAW missile tracking: The SAAW will now consistently track all airborne targets. The missiles still require visual lock to be maintained in order to seek targets. 
• Improved Gunship missile tracking: The Gunship missiles will now correctly track all other airborne targets. Please note that the missile behavior when fired at ground targets is unchanged
• Improved Gunship Gunner Cannon: The projectile speed and damage for the gunner position cannon has been increased for both gunships.
• Static AA missile tracking improvement: The EMP missiles fired from the static AA has been improved to properly track when locked on to enemy ships.
• Static AA Missile lock on range decreased: The range which static AA may lock onto ships has been reduced to allow ships ‘spaces of safety’ around the maps.
• Fixed Gunship and Transport Ship Active Defense: A tail section for each of these ships was not properly covered by active defense. This has been corrected to fully protect all ships. Please note that the visual effect for active defense has not changed.
• Gunship TV Missile Adjustment: Damage for Gunship TV guided missiles has been slightly increased
• Fixed fence exploit: Bullet deviation has been added to all fences to prevent a game play exploit. Please note that players behind fences will be more difficult to hit at medium-long ranges due to this change
• Duplicate CD- Key issue: Changes to the CD key check to help prevent issues where players receive a duplicate cd-key error when joining servers.
• LMG Adjustments: The Bianchi and Shuko have been normalized in their settling rates to correct a minor imbalance.
• Automatic Drone adjustment: Health points for the Sentry Gun, Accipiter and Otus drones have been reduced.
• Sentry Gun targeting adjustment: Sentry guns will now take slightly longer to fire on their targets. The sight range for the sentry has also been slightly reduced.
• Fixed Medic Hub bug: Fixed a bug where players would occasionally receive a new medical hub immediately after it was deployed 

Patch 1.20

Bug Fixes

• Czech Republic flag is corrected
• Limited consol editing of controlmap
• Corrected stats for PK-74 AR-rocket in BFHQ
• Fixed PDS-1 sonar system interference with UAV
• Heal and repair points awarded after a 50% heal/repair instead of 100%
• Increased security for EA account login
• Fixed tracking of hours with the medic hub in BFHQ
• Fixed server crash involving Coop mode
• Fixed Squad leader drone exploit
• Fixed Rorsch Mk-S8 crosshair misalignment
• Out of bounds now kill immediately instead of doing gradual damage over 15 seconds
• Added server side option to disallow titan movement
• Optimized rendering of Titans
• Fixed exploit using the reactor core door
• Correct message is now shown when trying to join a full server 

Patch 1.10

Bug Fixes

• Remove ability to resupply all unlimited ammo objects 
• No longer able to use Sentry Gun pushing player into Titan Crate collision 
• No longer able to use RDX DemoPaks drop through first section of the 3rd and 4th upper hallways of both Titans 
• Away Bonus is now used when calculating in-game promotions 
• Improved communication with GameSpy Database 
• EU Duty Ribbon/PAC Duty Ribbon awarded correctly when all criteria are fulfilled 
• "Commander score" statistic no longer resets to zero 
• Enabled tabbing to password field when using a dedicated server 
• News Tickers Speed time to display increased 
• When scrolling through the list in Multiplayer you no longer move both at the same time as the server info 
• EMP effect on Gunships reduced from 4 to 3 seconds allows the gunship to recover when throttled up at medium altitude 
• SL drone: Tweaked the acceleration on the left right aiming for the bot. It now acquires targets properly 
• Adjusted pistols: Increased ROF Clamp values, slightly reduced damage fall off over range 
• Adjusted up the damage of the HMG rounds to counter its lower RPM 
• Adjusted and/or increased entry radius points for all vehicles 
• Removed unused RangeFinder setting from EU Walker, Titan Guns to fix the APC/Railgun/FAV draw out bug 
• Fix for latency and TV guided missiles (lowered the acceleration on the missile and fixed firing lag) 
• Fixed active camouflage to no longer offset image 
• Changed default server port to 17567 
• Update to most current PunkBuster client files

Patch 1.06

Bug Fixes
• Fixed crash to desktop on end of round in Titan mode.

Patch 1.05

Issue Fixes
• Fixed Ground Defense kills to properly count towards the Ground Base Defense Ribbon
• Fixed an exploit with using the Air Transport to gain points at an unnatural rate
• Fixed a issue that caused scores and ranks to be improperly displayed in the front end
• The Silver Titan Destruction Badge will now be properly awarded when the core is destroyed
• The PAC Duty Ribbon will no longer be awarded randomly when a player enters a server
• Single player End of Round screen will now display round stats properly
• Enemy Squad Leader Spawn Beacon is now visible on the 3d-map
• Crouch may now be bound to the same key for both common use and land vehicles (Battlewalkers)
• Fixed an issue which allowed the Titan guns to be re-supplied for points
• Players may no longer repeatedly spam a squad leader with requests to join a locked squad
• Accept and Reject prompts will no longer be displayed in the debug console
• Titan Survival pin will now be correctly rewarded to players who safely escape a titan after the core is destroyed
• Fixed the issue that prevented players from reviving team mates in a moving Titan 
• Fixed an exploit that allows players to use tanks to enter building geometry
• Players may now play single player offline mode when EA master servers are down
• Fixed issues with Battle Recorder Playback and Camera control
• Fixed the issue that caused missile silos to appear in the wrong locations on players’ HUDs.
• Fixed the issue that caused the Squad Leader Spawn Beacon to not be usable after map and round rotations. 
• Added the proper game information to the Swedish install for when a mutiny occurs against the commander
• 2142 will no longer show up as Battlefield 2 in the Windows Firewall Exception List
• Altered some player collision inside the Titan. This should improve many of the Player / Titan interactions
• Adjusted the Deviation per bullet on the Assault Rifles. This will allow the AR weapons to be more effective in medium to short range fire fights.
• Titans will stop moving once the Titan shield go down
• Battlefield 2142 will now close after a player selects “OK” in the patch prompt. 
• Added additional support during map load to prevent EA Master Server disconnects during map load times
• Client Version is now displayed at the Login Screen

Patch 1.01

Bug Fixes

- Fixed Client Side Crash on Titan Mode.