Battlefield V - WW2, cosmetic loot, DICE

Summary from the video:

Setting is France, Norway, Rotterdam and North Africa.

You can create your own company (customization of soldiers, weapons, vehicles)

You can build fortifications:
-Only can be done in set points in the map, but they are plenty, both in flags and in the paths to flags, and in destroyable buildings.
-Sandbags, foxholes, wire, tank stoppers, machinegun nests, cannons, ladders.
-You can reinforce destroyed buildings
-Every soldier can build basic stuff, support class can buy the offensive fortifications (cannons, mg nest, etc) and they build them faster.

Old Conquest system coming back (more like BF3/4 vs BF1?)

Attrition: Health regenerates only up to a stage (33%, 66% 100%?). You need a medpack to truly heal.

Physical interaction system: everything you do is a physical interaction. Healing with a medpack, picking up an ammo pack, reviving someone, etc, it needs to interact with an object and there will be a short animation. No abstractions like “ammo supply radius”.
Some actions like ledge grab need interaction in the ‘right’ moment, so they can be failed.

Revival animation takes x seconds for normal soldiers, medics can do it faster and also will heal the soldier at the same time. Animation can be cancelled.

Spotting has changed. No more shooting at 3d icons (doritos). But it isn’t clear how it works now, it isn’t clear if only it’s now an audio ‘call’ and some brief ping in the minimap.
[EDIT]: This is BS, you can see the red 3d icons briefly in the trailer, and the red icons in the minimap.

You start with less ammo than before. The idea between then and the need for medics to heal is to increase the teamplay/ make it more tactical. That said, you can loot enemies for a small amount of ammo.

Server side ragdolls. It means the positions of bodies will be the same for everyone. You can drag bodies and revive them later. Ragdolls has persistent physics.

Gunplay. No visual (abstract) spread/recoil in weapons, now all weapons have a proper recoil, each with its own recoil pattern.
Bipods are easier to use. Bullet penetration is in.

Movement.
-You can dive to every direction (backwards, side, forwards).
-You can fire from that position, once you are on the ground.
-There is a delay before you can shoot to avoid dolphy diving.
-You can crouch sprint, keeping a low profile.
-You can vault windows without having to break them before.
-Players interact more with the environment. They knock down grass as the walk, etc.

You can throw back grenades or shoot them mid-air.

You can tow things (cannons, AA gun, etc) with vehicles, and they can be fired on the move (like in the trailer). Possibility of having supply depots towed to frontlines.

Destruction is more detailed: and explosion inside a building is different than one outside the wall. Destruction is also less immediate, things will start to crack and fall with time, after receiving damage.

Elite squads are out, behemoths are out.

Squads are obligatory now. You can see what your squad is down before reviving with them. You are notified when you are the last squad member.

If you do it well as a squad, you win squad points. The squad leader can spend them in arty calls (V1, for example), supply box drop, smoke barrage or calling a special tank.

Large explosions can knock you out.

Classes have a class archetypes. Class archetypes are customizable with a skill tree system, unlocked as you level up.
Example of exotic archetype: recon paratrooper with silence smg and pistol, silent footsteps, garrote cable, smokes, throwing knives.
On top of this, you can add perks from the skill tree (flak armor, agility, suppresive resistance, etc).

Weapons and vehicles also have their own skill tree/customization.

Vehicles are asymmetrical (allies and axis have vehicle gameplay differences).

New 64-player mode called Grand Operations. It plays over 3-4 days (a full match each). Each day has different objectives that can be changed in a modular fashion. How well you do in the first match (say, destroying key guns as an airborne) will affect the next match (D-day beach invasion?).
If after the third day there is no clear winner, you play a fourth map, in a Last Stand mode (only one life, only one magazine).
Developers can change special factors on them over time.

Transport vehicles spawn in the map, combat vehicles spawn in the tactical screen.

Patches should be faster, if they affect only balance (cap times, weapon damage, etc).