BFV “FIRESTORM”

DATA MINING

Le mod Battle Royal de Battlefield V qui devrait voir le jour printemps 2019 nommé “Firestorm” se voie data miné avec plus d’infos sur le contenu des hélicoptères , des événements dynamiques , et des renforcements du duo , solo et de l’escouade de 4 !

Dans un article détaillé sur le subreddit de Battlefield V, l’utilisateur Temporyal a dévoilé un tas de détails inattendus sur Firestorm qui pourraient nous donner une idée dont le mod va s’articuler. Il convient de garder à l’esprit que tout ce qui se trouve dans les fichiers du jeu ne signifie pas nécessairement que Firestorm disposera de tout ces détails et de leur véracités! 

Battlefield Firestorm

“Do whatever it takes to survive. Compete solo or in a team to be the last one standing in a vast and dangerous world. Scavenge for supplies, outrun the Firestorm, and fight your way to victory.”

(snippet: ID_SPARTA_CASABLANCA_ROYALE_DESCRIPTION)

General info and game mode start

  • three variants: solo, duo (2 player teams), squad (4 player teams) with a player maximum of 64 per match

  • typical Battlefield classes will be present / choosable (snippet: ui/shared/widgets/classinforenderwidget)

  • code shows signs of an LFG system and “backfilling” entries

  • will have a separate ranking system

  • will (probably) occur in Tides of War – at least the code for a connection is already there

  • takes place in Norway (snippet: “/sparta/casablanca/royale/dk_norway-bd00e4f9.png” – also the level name itself contains the word “norway”)

  • you parachute from a plane into the war zone (snippet: Paradrop_Exit)

  • your hud will show an altimeter during the free fall / flight (snippet: ui/ingame/hud/widgets/parachutealtimeter)

Gameplay

  • if you get shot by an enemy you enter a “downed” state where you can crawl (but probably not fight) (snippet: DownedState_Crawl_LEFT_3)

  • there are various hints to a 3rd person camera angle but they are always tacked to the parachute start or when you get downed / killed

  • you have an inventory where you can store loot you find (snippet: UI/Ingame/Hud/Minimap/Inventroy – btw the typo is directly taken from the code)

  • loot has four types of “rarity” (snippet: ui/rarityselection; UI/s/HUD/Loot/RarityOne, UI/s/HUD/Loot/RarityTwo, …)

  • you can find better backpacks (three tiers) to extend your inventory

  • the map features safes that can be opened (this will be tracked in your stats) (snippet: safesOpened: w(t.royale.safesOpened, 0))

  • there are dynamic objectives on the map which you can capture (e.g. “resupply points” as mentioned later)

  • dynamic objectives may also be connected to “lockups” / “vehicle breakouts” mentioned in the code (snippet: w(t.royale.vehicleBreakoutsOpened, 0))

Weapons

  • weapons will categorized in tiers (1-4 can be found, 0 may be some kind of start equipment)

  • the HUD can feature six types of ammo: LMG, Pistol, Rifle, Shotgun, SMG and Sniper (snippet: ui/images/hud/ammo/ammo_lmg)

Weapon Specializations (probably not complete, just the snippets):

  • Meta/SpecTree/Primary__Bayonet

  • Meta/SpecTree/Primary__Bipod

  • Meta/SpecTree/Primary__DetachableMag

  • Meta/SpecTree/Primary__ExtendedMag

  • Meta/SpecTree/Primary__FastBullets

  • Meta/SpecTree/Primary__HeavyLoad

  • Meta/SpecTree/Primary__IncendiBullets

  • Meta/SpecTree/Primary__QuickADS

  • Meta/SpecTree/Primary__Slug

Healing and Armor

  • you can find / use bandages and medic bags (small and large) (snippet: s/Meta/Gadget/Medical_Supplies_smallmedpack)

  • healing probably takes some time (snippet: MedicBag_Apply_Sequence)

  • there are three named tiers of armor vests (snippet: UI/Textures/Icons/HudArmourVestTier1, …)

  • there is a kind of special “armor plate” without any tiers (sounds like very strong armor loot?) (snippet: UI/Textures/Icons/HudArmourPlate)

Vehicles

  • various HUD elements give away that vehicles use fuel as a resource and therefore can’t be used without limits (probably for balancing) (snippet: ingame/hud/widgets/fuel; gameplay/schematicchannels/sc_vehiclefuel)

  • you can get vehicles by opening “vehicle breakouts” (probably the stronger ones…tanks?)

  • the tiger and the valentine are (until now) the only tanks I could find with a direct connection to Firestorm

  • other vehicles: “Halftracknomag”, “Kubelwagen”, “Kettenkra”, “MH101ctor” (snippet: LaVEH_Halftracknomag)

  • one interesting air vehicle snippet: “/Core/Vehicles/Air/VEH_plantuka_AI” – could be an AI controlled Stuka (plane + stuka = plantuka?) as a reinforcement

There is a number of “blue prints” for other vehicles (could be found by opening safes? I don’t know…):

  • Helicopter (yep!)

  • StaffCar

  • SportsCar

  • Schimmwagon

  • PickUpTruck

  • Tractor (probably the famous “MH101ctor” mentioned above and seen in the mini teaser)

Reinforcements

  • you can unlock and call in reinforcements (snippet: /gameplay/reinforcements/reinforcement_unlocks)

  • the following are present:

  • Artillery Strike (snippet: Meta/Reinforcements/ArtilleryStrike)

  • Vehicle (snippet: Meta/Reinforcements/r_vehicle)

  • Danger Zone (any ideas?) (snippet: Meta/Reinforcements/r_dangerzone)

  • Supply Drop (snippet: Meta/Reinforcements/r_supplydrop)

  • Strafing Run (maybe done by the AI controlled Stuka mentioned above) (snippet: Meta/Reinforcements/r_strafingrun)

  • V1 Rocket (snippet: Meta/Reinforcements/r_v1rocket)

Statistics

Personal profile:

  • “soloWins”

  • “duoWins”

  • “squadWins”

  • “totalDowns”

  • “totalKills”

  • “meleeKills”

  • “totalTimePlayed”

  • “totalRevives”

  • “totalHeadshots”

  • “optionalObjectivesCompleted”

  • “safesOpened”

  • “supplyDropsOpened”

  • “vehicleBreakoutsOpened”

  • “sulisObjectivesTaken”

  • “vehiclesDestroyed”

  • “totalTanksDestroyed”

  • “totalVehicleKills”

  • “roadkills”

  • “vehicleWeaponKills”

  • “averageKillsPerGame”

  • “healingDone” (snippet: ID_SPARTA_CASABLANCA_ROYALE_CAREER_HEALING_DONE)

End of round:

  • damage

  • downs

  • gadgetKills

  • headshots

  • healingDone

  • kills

  • meleeKills

  • optionalObjectivesCompleted

  • resupplyPointsCaptured

  • revives

  • roadkills

  • safesOpened

  • supplyDropsOpened

  • tanksDestroyed

  • timePlayed

  • vehicleBreakoutsOpened

  • vehicleKills

  • vehicleWeaponKills

  • vehiclesDestroyed

Comparion screen:

  • “score”

  • “kills”

  • “playersDowned”

  • “longestHeadshot”

  • “teamKills”

  • “squadRevives”

  • “timesRevived”

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