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BF 2042 Update 1.42 is for August 29 and is out of version 3.0

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The game’s BD has been released by the DICE team for the year 2042 update 1.42 on all platforms, and this is for version 5.3.0 that ushers in new gameplay and Battlefield 2042 Redux! Read the new test notes for BF 2042 August 29.

BF 2042 Until 1.42 Updates | BF 2042 August 29 Updates:

  • The in-game Codex, The Lore of Battlefield 2042 now stands in one place.
  • For Out Warfare, Conquest-wide Vehicle Count Overhaul for All-Out Warfare maps.
  • Vehicle weapon balance and control improvements.
  • Engineers get less traffic thanks to RPG & R&R, and engineers get much more travel time.


Redux launches on August 29th, brings new ways to play across your favorite modes and maps, as well as giving new and updated weekly rewards to earn. From Rush Chaos XL to TRIAL Conquest, The Transient Chaos of the Object to the Transient Consciousness of the Objects. We’re giving you lots of rewards and games.

But weren’t just bringing these modes back as they were. Since we have seen your feedback, we anticipate different modes every week, on more maps, and with new players.

I jumped back by the common demand this week that Control will take place over Redux. AREAL’S OF INTACHEMENT.

The CodexThe Codex Feature is our first online store. With its story spanning all facets of the game, and more importantly to its own, the Codex brings all the pieces together.

The word is good enough to read those facts; but the shamaan is not good for factions and maps, and more.

Update 5.3 shows all the characters up to Season 4: Eleventh Hour. Next updates will come along with the release of Season 6 in October.

Find the Codex in the game via > The Codex.

Conquest-Wide Vehicle Count Overhaul Overhaul!

The games that you need to see with Battlefield are the craziest and unforgettable way to experience vehicles. We’ve finally reworking all All-Out Warfare launch maps, so we can shift focus on how vehicles interact with these reworked locations.

In order for the week following the 5.3 update, a server-side change will have all of the vehicles updated, for Conquest will be updated on all of the full Warfare/Other era maps. The city, the country, and the town, as well as the city, were also subject to the study of each of the three sections.

The first update when car counts is our full version of all-out-warfare maps. The vehicles that appear on map maps of Battlefield Portal will be reviewed later.

Below, we will list 2 examples of the new vehicle counted and encourage you to see every map for yourselves after the update. Please continue sharing your feedback with us.


Exposure in the mountains of the region provides a significant amount of verticality, while providing much needed respite for infantry through its tunnel system and its interior design.

Aircraft gameplay is the new focus of Exposure.

Exposure Conquest 128:

  • Light transport: 2 kilots and 4 kipits; 4 kilots.
  • Light Armor: 2 gt; 2 gt; 1 gt.
  • Heavy arms: 2 lbs.; 2 lbs.
  • Firepower: 0 – 12.
  • Attack Helicopters: 1 > 3 &gt.
  • Jets: 1 – 2 gt.
  • Effort: 2:1 ptg.
  • Civil vehicles: 12 & gt; 6 o’clock.

Conquest 64: Exhibition.

  • Luminous transport: 2, gt; 1 o’clock.
  • Light Armor: 3 gt; 3 gt.
  • Heavy Armor: > > &gt.
  • Backed: 1,28.
  • Attack Helicopters: 1 > 2 – 2 – 2 – – – 2 – – – 2 – – – – – 1 – – – – 2 – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
  • Fight: 1 gt; 2 gt.
  • 2 gt; 2 gallons.
  • Civil Vehicles: 2 gt; 0 – -.


Discarded is, instead, a method used in ground combat. Aircraft will be part of gameplay. However, the majority of combat will be between colliding infantry and ground vehicles.

Conquest for annihilation 128:

  • Light Transfer: 4 gt; 3 gt.
  • Light Armor: 2 > 1 ounce.
  • Heavy Armor: 2 > 3 &gt.
  • 2 p.m.
  • Helicopters attack: 1 &gt.
  • Jersys: 1 & gt; 2 o’clock.
  • Nominal: 2 mg; 1 mg; no; 2 gb.
  • Civil Vehicles: 12 & gt; 4 o’clock.

Conquest of the deceased a broken record.

  • Bus: 2 > 2 / 2 kg.
  • Light Armor: 1 o’clock.
  • Heavy Armor: 1 & gt; 2 & gt;
  • Gunship: 1 > 0 – &gt
  • Attack Helicopters: 1 gt; 1 gt.
  • Jets: 1 & 0, & gt; & o.
  • Utility: 1 > 1 > 1 &gt.
  • Civil vehicles: 2 gt; 2 gt.

A note of the Vehicles Team is from that team.

We decided to get a short talk to discuss some of the changes that take place around this game, where cars are going to be changing in the actual event.

We saw the attacks helicopters not performing exactly as well as we would expect them to perform. It is particularly important to compare to vehicle such as the MD540 Nightbird and Stealth Helicopters in terms of handling and receiving damage. The changes are the following.

Be a victim of the crisis and to receive it after the damage.

As far as game armor/health is concerned, Attack Helicopters and their lighter variants aren’t noticeablely felt and therefore they are equally fighting against anti-air weapons. We are lowering the damage on the wildcat and Flak weapons, which affect the occurrence of 30mm Cannons, by 25%, to better survivability versus lighter counterparts.

We have changed how damage is dealt to other ground vehicles on the use of missiles. These missiles are going to attack heavily with their blast so they are more effective as an anti-vehicle gun. With this change, it’s vital that you aim for hits directly to ensure the full effect of the damage.

These modifications affect all air vehicles that use anti-vehicle missiles.

Gunner Improvements

We’ve also realigned the weapon and camera positioning of the front gunner. This is now a better understanding of how far the helicopter goes as far as possible.

Were also adding thermia optics to increase gunner performance. Thermals are cheaper than your ability to zoom. Therefore, it’s up to you to decide if the pros are sluggish.

Turn! Turn! In this update, you’ll notice that we have slightly lowered the sensitivity of all helicopters. This helps for better target acquisition while allowing microadoptions to adjust your target during those chaotic moments.

Zooming across We’re improving ground cars, too. Well start with LCAA Hovercraft by changing how force is applied with this car as we have heard from you that it had too much drift.

The hovercraft reacts faster as it is already! The power of yaw acceleration is a way to return to the main position of the enemy.

Zooming out We’ve received a lot of flak for it, so let’s discuss Flak Cannons also.

In one of our previous updates we disabled the Flak Cannon for the LATV4 and LCAA Hovercraft temporarily because of an issue that allowed the Flak to use the vehicle blast values when it explodes on time.

In this update, the Flak Cannon was re-enabling, but instead was removing their damage in the infantry as it seemed too powerful, and added to the explosion prevalence. CHANGELOG Soldiers and amp; AI.

  • The issue resulted in the crash of an animation while the player was humbling rapidly.
  • Fixed multiple AI navigational issues within Battlefield Portal maps that hindered AI from entering upstairs or by certain entranceways.
  • Fixed an issue that caused Ranger to get stuck on a high speed elevator in a certain area.
  • Fixed an issue that stopped AI from using all the Polaris vehicles from the US HQ on Arica Harbor.
  • Fixed an issue that could make it impossible for AI to navigate through destroyed barriers on the Arica harbor.

Specialists and/or devils, who use a handler.

  • Fixed an issue where someone can install some gadgets on the automated doors and attach these to this like Spider-Penguin.
  • Fixed an issue that caused smoke from the Smoke Grenade Launcher and allowed it to use the spotting tool to discourage and disrupt stat tracking.
  • Fixed an issue that made the directional indicator look as though the minimap was concussed.


  • Fixed an issue that caused the Hazard Zone Ammo stations to resupply Boris Sentry Gun Turret.


  • Improved the minimum damage of the Vulcans for Crawfords.
  • After a small time, Crawford corrected the Mounted Vulcans.


  • The issue got fixed by Dozer who could teleport on the map, as long as he worked with Ranger and to have his shield equipped.


  • The cost of the RPG andamp; Recoilles projectile increased by 17 %.


  • The Penguins tampered with the EOD Bot because, with an unpleasant blow from stationary vehicles, it couldn’t blow up. We can’t decide if this was intentional or not, and we’ve yet to work on a translator for the Penguins.
  • EOD Bots has been reduced to 300, according to researchers.
  • In order to get used to a shot, the EOD Bot didn’t push the EOD Bot around.
  • With the XM, made the weapon stronger and swayed on the Recoilless M5.


  • Fixed incorrect rate of fire on a series of DRM-retended AC9 and AM40.
  • Fixed weapons do not have the recoil penalty when Underbarrel Launcher Attachment is present.
  • Fixed an issue that caused 40mm underbarrel incendiary rampers to get the ball over and out if they don’t even damage the players.
  • The 40mm Underbarrel Smoke Launchers were forced to blow out their smoke immediately in rainy conditions.
  • Fixed an issue on the SWS-10, that caused shell ejects to be misplaced in the third-person perspective.
  • Fixed the problem that caused 4x and larger scopes not to glint on the XM8, Type88 and RPK LMGs.


  • Atom weapons damage in most of the world blasted.
  • No point adjustments for laser-derived vehicles or bombs.
  • Barrage missiles have no effect on the vehicle ablaze.
  • Vehicle fired grenades to the highest point, thereby saving the position to a point-nop operation.
  • RHIB Boats on Noshahr Canals will be abandoned & destroyed after use much earlier and spawn much sooner so players can easily land on the aircraft carrier.
  • Fixed an issue that caused the CAV-Brawlers 40mm Incendiary Grenade Launcher to collide & explode with smoke plumes.
  • Fixed an issue that prevented Radar Missiles from letting a Stealth Heli get on when it was caught.
  • Added a challenge that would cause multiple visual projectiles to spawn from tanks, when fire was made, and it wouldn’t cause much damage to the image.
  • Fixed an issue that caused the LATV4 to be unaffordably inflated when an enemy called in in Hazard zone.
  • The weapon got rid of the blast damage by 20 mm flak and was reused.


  • Added thermal option to helicopter gunner seats.
  • Fixed a problem where you would use the wrong exit line on the MV-38 Condor.
  • Most helicopters exhibit little yaw sensitivity. It should be easier for target acquisition and control of the vehicle.
  • Improvements to Nightbird’s second perspective crosshair position.

Attack Helicopters

  • In addition to towing helicopters, TOMs increased by 1.
  • Attack gunner with his gungun, aiming limitations have been reduced by increasing the min and max amount of pitch the player can move the gun.
  • The 3-p camera position was adjusted to keep the vehicle centered and aligned to the crosshair.
  • Attack Helicopter is taking a seat camera position on the KA-520 Super Hokum Helicopter and handgun position with the Apache Warchief.
  • Increased gunfire rate from 200 to 600.
  • The blasts for the Attack Helicopter have been lowered from 20 to 18.
  • Attack Helicopter Gunner’s starting damage has been lowered from 40 to 25.
  • Attack Helicopter Gunner overheat adjustments to reflect new characteristics.
  • Attack Helicopter rifle speed ascended to 300 mph.
  • Redimming damage The Attack Helicopters absorb the AA of the Wildcat and Flak Explosions by 25%.
  • Drag forces improved for better maneuverability and control.
  • Making the KA-520 Super Hokum and AH-64GX Apache Warchief more like that, moving the center of mass for more control, adding more horizontal force, and adjusting drag, keeping top speed the same while raising speed and steering faster.
  • Inertia tensor adjusted the handleability of both Attack Helicopters.


  • The number of firefighters by 300 to 240.
  • Once your jet is beaten, you should feel less weight after the water hits. Don’t forget to tell us about your comments after you tried it!

LCAA Hovercraft

  • The LCAA Hovercraft is increasing acceleration responsive, so it can be snappier when you try to push forward and to steer.
  • Turn forces center of mass move to center of vehicle instead of originating from the drive fan.
  • Tweaked damping values that ensure LCAA Hovercraft does more harm. Using improved control to speed and avoid the collision, players can be more easily controld.
  • Assouprated speed allows quicker and quicker turning.

If youre looking forward to whats next, its Season 6 is due for release this October.

Source: EEA.

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