

BATTLEFIELD 2042 UPDATE #8.7.0
Welcome to the 8.7 Update Notes for Battlefield 2042. Launching on Tuesday, May 6th, this update comes with various areas of improvement and fixes.
Our Dead Space will be underway May 6th and continue to run through May 20th!
//The Battlefield Team
Community Calendar
Discover various Community Events, Featured Experiences, and Double XP moments on Battlefield 2042 via our frequently updated Community Calendar.
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RETURNING TIME-LIMITED EVENT: BATTLEFIELD 2042 | DEAD SPACE
During this event, players will get to reexperience Outbreak. A 4-player squad PvE experience where you will fight waves of Augmented Targets. Starting on the western end of Redacted, players fight through eight sectors while completing objectives until they call an elevator to exfiltrate out on the far eastern end of the map.
Outbreak Areas of Improvement
- Dead Space skins were added to certain weapons when purchasing from the Armory Station; other weapons also have skins.
- The starting weapons now have the Dead Space skin.
- Enemies are now allowed to enter the extraction elevator while you're fighting over it. Players now also take reduced damage from melee and incendiary damage when inside the elevators.
- Added a loading screen tutorial.
Outbreak Changelog
- Polished and improved the HUD.
- Increased the time between Juggernaut batches.
- Decreased the spawn rate for regular waves and added more time before Geists die at the end of the wave.
- Updated Armorey Station arsenals by replacing the MCS-880 with the NVK.
- Resolved an issue where players occasionally could not customize their character loadout before spawning in Outbreak.
- Fixed a visual bug when closing the Armory Station.
- Fixed a bug where both objectives in one of the sectors would have the same name.
- Fixed a bug where the Armory Station icon would be visible randomly on the map even if no Armory Stations were active in the sector.
- Fixed a bug where the extraction elevator doors occasionally did not close when the entire squad entered it.
- Fixed a bug where Geists would show the wrong icon when pinged.
- Rebalanced the Juggernaut-only waves to ensure the Juggernauts spawn first.
- Tweaked the combat area to fix certain places incorrectly out of bounds.
- Fixed a bug where players occasionally could not purchase new weapons after dying.
- Polished and improved the HUD.
- Fixed a bug where the "Push forward" HUD message would be visible on screen after respawning if the user died out of bounds in the previous sector.
AREAS OF IMPROVEMENT
Weapons:
NVK-S22
- Upgraded the pocket size on soldier outfits to accommodate more shells!
- Buckshot: Pocket doubled in size to 20 → 40 shells
- Flechette: Quiver stretched to 10 → 20 shells
- Slug: Bucket tall enough to double to 10 → 20 shells
Developer Note: These changes are inventory-based only. No visual changes are present on magazine models.
AI:
- AI players are now less effective at landing their shots with vehicle weapons when targeting fast-moving or direction-changing vehicles.
CHANGELOG
Modes:
Stadium - Conquest
- Removed a small unintended out-of-bounds area between Sector B and the team HQs.
Exposure - Hazard Zone
- Some rubble was placed to block off a door that shouldn't be accessible.
Breakaway - Domination
- Reduced the vertical combat area in Breakaway Domination to prevent players from reaching unintended areas.
Maps:
- Removed invisible collisions above certain solar panels out in the farming fields on Renewal.
Vehicles:
- The vehicle deploy menu text was changed from “ALL DEPLOYED” to “UNAVAILABLE” to remove confusion about why vehicles can’t be spawned.
- Fixed an issue with two C4 not destroying Bradley and BMP's weak side when using the active armor upgrade. This perk was not meant to protect against explosive damage.
Weapons:
Assault Rifles
M16A3:
- Fixed an issue where damage dropped by 1 point and rose again at a specific range. The M16A3 now maintains consistent damage across the full range interval (using the higher value).
AK5C & AN-94:
- Fixed an issue where heavy barrel attachment didn't apply correct modifiers in hip fire.
- Recoil penalty was slightly lower than intended; it should now climb ~15% more compared to the Vanilla barrel.
AN-94:
- Realigned the rail for attaching scopes to the center for better alignment with the iron sight pin.
- Fixed an issue where equipping a silencer to the AN-94 would affect how the GP-30 grenade launcher showed on the minimap when firing it. Now, the attachment should not behave as if it has a silencer on it, even if the primary gun has one.
- Audio now correctly reflects the Hyperburst feature (faster first two shots in full-auto mode).
ACW-R:
- Corrected the slightly misaligned laser on the LS-1 attachment, now gunfire does not start too far behind the lens and correctly shows where you’re meant to aim.
Shotguns
12M Auto:
- Fixed an issue where the fire rate would be faster for semi-auto with a short barrel than in full auto. Now they are both set to the same fire rate.
Pistols
L9CZ:
- Corrected the slightly misaligned laser on the LS-1 attachment, now gunfire does not start too far behind the lens and correctly shows where you’re meant to aim.
Melee
Taser Baton:
- Fixed an issue where pressing the melee button once wouldn’t return you to your previous weapon, unlike other melee options.
And what’s a wrap for this Update Note, but as one final reminder - hold the objective, deplete the enemy score, and win!
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.