Design philosophy
Higher skill floor and skill ceiling
Emphasis on squad-play and team-play gameplay
Emphasis on planning and preparation
Attempt to eliminate the spawn-run-die-spawn-run-die mentality
More tactical and strategic than previous games
Focusing the player on the in-game environment rather than the HUD
Setting
Set in WW2
Will take place in France, Norway, Rotterdam and North African desert
Game modes
"Conquest", with the return of the old conquest system (assuming this is referring to tickets counting down to 0 instead of up to 1000)
"Team Deathmatch"
"Domination"
"Grand Operations", new 64 player game mode
Takes place over four fictional days
Each day is a full match
Different objective each day
Objectives and conditions are modular and can be changed by DICE on a daily basis to keep things interesting
You will always advance to the next day, it's not going to end early like in BF1
How well you do on prior days will have an impact on subsequent days
Example:
Day One - Jumping out of an airplane to pick up bombs to take out artillery on the ground
Day Two - Invasion force landing similar to the "breakthrough" mode in BF1 operations
Day Three - "Front-lines" style map/mode
Day Four - The fourth and final day only happens if there isn't a clear winner from the previous days. Day four will be the "Final Stand", an extremely tense game mode where your team spawns with one life/one spawn per player, significantly reduced resources, one magazine and possible extreme weather conditions such as snowstorms or rainstorms. All players must fight down to the last man standing to win the entire operation.
"Combined Arms", coop mode
Four players
Play through a variety of missions such as "paratroopers behind enemy lines" or "high stakes", an extraction-style mode
DICE has created a dynamic mission creator and AI for these coop experiences, with new challenges and random objectives to keep it fresh
Your soldiers and company from multiplayer and coop will cross-over
"War Stories", single player mode
Will focus on the untold stories of WW2
One example: Playing as a resistance fighter in Norway in 1943 during the German occupation, fighting to save her family.
Fortifications
Assets and structures can built on the map
Sandbags
Foxholes
Trenches
Barbed wire
Tank stoppers
Machine gun nests
Cannons
Reinforce destroyed buildings
Ladders
Supply depots you can build on flags you've fortified
All classes can build fortifications
Support class is the only class that can build "offensive" fortifications
Machine guns
Field cannons
Support class is much faster at building in general
Fortifications can only be built at predetermined spots on the map, but there are plenty of these to give players lots of options
Most buildings that are destroyed can be rebuilt with fortifications
Attrition
Health no longer automatically regenerates to 100%
Health bar is in stages now (e.g. three "stages" of 33% each, this is just an example, Jack doesn't say how many stages there are)
If your health falls below one of the stages, your health will only regenerate to fill the current stage (e.g. if your health falls to 25%, it will only regenerate up to 33%, not 100% as before)
To get all your health back, you will need to find a medpack
Physical interactions
Everything your character does in the game requires player input and interaction, and each interaction has it's own animation
Example 1:
Using a medpack or ammo pack requires the player to walk over and interact with it
After interacting with the medpack or ammo pack, an accompanying animation will play of your soldier picking it up and using it
No more magic medic or ammo "auras"/AOE effects that passively refill health or ammo
Example 2:
If you want to do a ledge grab, you have to time it right and hit the button to grab the ledge at the right moment
Spotting
No more automatic spotting (I'm not 100% sure what he means by "automatic")
No more 3D spotting, i.e. no more blind shooting at 3D icons and hoping to hit someone, you will have to watch, listen and pay attention to your environment more closely
No more relying on the user interface or the HUD [to locate enemies] (brackets mine)
No more playing from the minimap (I'm assuming this means enemy players no longer show up on the minimap)
You can still call out where vehicles and enemies are but it works differently now, Jack assumes it's some kind of contextual ping system like in Incursions or Rainbow Six: Siege
Reviving
Reviving is no longer instant, there is a full revive animation that takes a few seconds to complete, during which the player is vulnerable
You can initiate the revive animation from any angle
You can see the player detail and customization during the revive animation (it sounds like Jack is suggesting that the downed player will see the revive animation from their point of view as well, but I'm not sure)
Your character will keep a low profile during the revive animation
You can cancel the revive animation at any time
You can drag to bodies of downed teammates, grab their leg, arm, head, whatever and drag them behind cover before attempting a revive
Reviving is no longer class-specific, all classes can revive now
Medic class revives much faster and restores the player to 100% health while other classes are slower and restore only partial health
Downed players can look around in all directions and call for help, the animation of calling for help shows them raising their hand and screaming, as shown in the reveal trailer with the guy on the stairs
Gunplay
No more visual recoil
Every gun now has a unique recoil pattern that is predictable to a certain extent and can be learned and mastered
DICE is attempting to reduce the impact of randomness and increase the ability of the player to control and learn a weapon over time, Jack believes this will create a higher skill ceiling on the gunplay
If your character's hand is on the trigger and you're facing forward you can always shoot it
For example, if you're doing a one-handed vault and facing forward, you can shoot during the middle of the vault
The same goes for jumping, but when jumping you can only shoot from the apex of the jump
It will be inaccurate in both instances, but still possible
LMG bipods are much easier to setup and use
Guns have bullet penetration, you'll be able to shoot buildings with thin walls, wood and sheet metal
DICE didn't give any answers concerning whether suppression is returning, they're supposedly still looking into it
Movement
Completely overhauled
You can now dive forward, back, left and right
After you dive you can stay on the ground, crawl backwards or to your side, and shoot (as shown in the reveal trailer)
Very similar to prone system in ARMA and Rainbow Six: Siege
There's a big delay after you dive before you can shoot to prevent dolphin diving
You can now crouch sprint (i.e. low-profile sprint)
You can burst out of windows and commando roll to keep your momentum going instead of having to destroy the window first before vaulting through it
Large explosions can knock you off your feet even if they're not fatal
Towing
You can now tow things with vehicles (as shown in the reveal trailer)
Vehicle that can tow include tanks and half-trucks
Things you can tow include:
Stationary anti-air guns
Supply depots
Field cannons
Teammates can use the objects being towed as they are being towed
Destruction
Revamped and more drawn out
If a shell explodes inside a building, the walls and windows will explode outwards
If a shell explodes outside a building, the building will break inwards
If a tank drives through the wall of a building, the walls will crack and bend depending on how the tank has entered the building, with debris flying and falling on the tank
DICE is attempting to make destruction more drawn-out and believable
Squads
Heavy emphasis on squad-play and keeping your squad together
When you join a game you're automatically placed in a squad and can leave it if you choose
New squad spawning system
If you die while in a squad, you'll go to the squad deploy screen which is before the tactical map deploy screen
The squad deploy screen is live third-person spectator mode of your squad members
You spectate different squad members so you know exactly what you're getting into before you spawn
If your squad is wiped, you will need to spawn back from the tactical map screen, which Jack says takes longer than the squad deploy screen
If you're the last surviving member of your squad, you get a notification alerting you accordingly
On the deploy screen (he doesn't specify which one) you'll be able to see who is spawning on who
Squad "Call-Ins" are special "abilities", a bit like killstreaks, that your squad can activate after accumulating enough squad points
Confirmed "Call-Ins" include:
V1/JB2 rockets
Supply drops
Smoke barrage
Heavy weapon pickups, i.e. NOT hero kits, they are powerful weapons that don't change your class similar to battle pickups in BF4
Squad vehicles like the Churchill Crocodile flamethrower tank or the Sturmtiger (massive German assault gun)
Only the squad leader can spend squad points to activate Call-Ins
Classes, progression and customization
You create your own company of soldiers, weapons and vehicles, with the ability to customize appearance and play-style
The four classes will return (Assault, Medic, Scout, Support)
You create a soldier and add that soldier to your company of soldiers
You can customize soldiers appearance in a variety of ways:
Gender
How their face looks
Face paint
Fair
Facial hair
Hats
Helmets
Jackets
Pants
Shorts
Accessories
Prosthetic arms
You choose a class "archetype" for each soldier
Archetypes are highly customizable and utilize a skill-tree type system
The purpose of the archetype is to create separate roles within a class that specialize in different things, such as giving an assault class the ability to specialize in anti-tank, anti-infantry, or a mix of both
There are highly specialized archetypes called "exotics" that are really good at one particular thing, for example the "Recon Paratrooper" archetype that is a stealthy, short-range, behind-enemy-lines guy that uses a silenced SMG and silent gadgets like pistols and garrotes, and is equipped with silent footsteps, smokes and throwing knives
You can add additional specialization trees to your class such as Agility, Flak Armor, Suppressive Resistance
The more you play your class, the more you will level it up and get access to more archetypes and specializations
You can customize and level up your guns, unlocking specializations within the skill tree for that gun, such as bipods, bayonets, stocks, sights, muzzles, chassis, skins, leaves on the front, cloth on the back, straps, etc.
Each gun should have around 5-7 different specialization elements that you can customize and change
Gameplay and visual customizations are separate, "specializations" are things that affect gameplay, visual customizations are a different thing entirely
Tanks and air vehicles can be customized similar to soldiers and guns, with specializations and visual customizations such as paint jobs, sand bags, boxes, teddy bears, horse's heads, bottles, etc.
Jack will be doing a dedicated video on customization and progress later because it's much more complicated and in-depth than in past games
General gameplay
Players spawn with much less ammo
There are more ways to get ammo:
Ammo packs
Ammo crates
Supply depots that you can build on flags
Looting enemy bodies
All with their own physical interactions and animations
You can throw back grenades that are on the ground
You can catch grenades in the air and throw them back
You can shoot grenades in the air to explode them
Much less grenades overall
No more hero kits or elite classes
No more behemoths
Vehicles will be asymmetrical, meaning both factions will have vehicles with different strengths and weaknesses. For example, one team might have tank that is big and slow but does a lot of damage, while the other team has a tank that is faster and smaller but has less health and does less damage, or you might get a tank that's a glass cannon. This is different from previous games where both sides essentially had re-skinned versions of the same vehicles.
Transport vehicles are live on the map and you can jump into them
Combat vehicles spawn from the tactical deploy map
You will be able to experience the "shush" animation from the reveal trailer in live gameplay (I'm assuming its a melee execution of some kind)
Environment
Grass and other in-game objects will move and react to the environment, e.g. creeping through the grass will cause the grass to move
Ragdolls and environmental objects are server-side and have physics now, which allows for some new and interesting in-game interactions, for example, if a player dies on a hill, his/her body will roll down the hill interacting with the environment on the way down (grass, puddles, etc.)
Character models interact with the environment much more
If there is tall grass or reeds, character models will knock them down
If a character is sprinting in water, the character will change to a wading animation
Character will put their weight into objects when they crash into them
Business, communication and post-launch content
All logic in the game can now be controlled server-side, so if something is broken or imbalanced it can be changed instantly without requiring a patch, this includes things such as cap times, respawns, time to bleed out, etc.
DICE is promising that communication between the devs and the community will be significantly better in this game, promising more roadmaps and visibility
No premium pass for multiplayer; all maps, modes, etc. after launch will be free to all players, i.e. no splitting the community between players with standard and premium content
DICE is calling their post-launch content drops "Tides of War" and will include daily, weekly and monthly challenges with overarching chapters and quest lines that reward you with unique items and cosmetics
"Tides of War" will also include new maps, modes and limited time experiences