• Battlefield V Dev Talks #2
    15 replies, posted
https://www.youtube.com/watch?v=hT7t7mK0l2w
Summaryyyyyy Tweaking attrition: More ammo on spawn. More max ammo capacity. Ammo tweaking will be weapon specific. Medpack on spawn. Improving visibility: Adding a haze to the background to make enemies stand out. (Example by /u/CrafterOfSwords) Fixing some lighting issues (notably in Rotterdam). Fine tuning lighting in specific locations. Death experience and pacing: Devs agree with the community that current death timer made the game feel too slow. Devs want highs and lows moments in the game, but find that the high moments are not high enough, they want moments of pure chaos, this is partially caused by soldier downtime. Tweaking "bleeding out" timer, you are not punished anymore if you decide to hang on, respawn timer will be reduced accordingly. Audio immersion: Fixed the audio bugs which contributed to make the game too silent. Audio should feel like war once again. Time to kill and time to death: Trying to find that sweet spot to cater to both players who love it or hate it. From the data, players have learned to move closer to cover to avoid getting killed too easily. Certain weapons stand out (more effective at most engagement distances), "won't name specifics *cough*STG*cough*". Those are gonna be tweaked to "bring them into the fold". Confirmed Netcode issues in regards to Time to death, "you receive more damage than you should be in one update, which is due to packet loss, netcode, delays and high rate of fire weapons". Currently looking into fixing this. Vehicles (Tanks): Beta testers felt that the tanks were too slow/heavy and not offensive enough against infantry, but dev says the more agile/anti-infantry tanks weren't in the open beta, as well as anti-aircraft vehicles. Devs were happy with the tuning on the new turret system on the heavy tanks, but plan to make the turret turn faster on the medium and lighter tanks. Light tanks will have a "very fast" turret turning speed. Devs want the tanks to be the "dragons of our game", once they show up on the field, "everyone should relate to that". If you see a friendly tank, you should push alongside it, if you see an enemy tank, you should cower in fear. Heavier tanks are robust, hard to take down, but slow, less effective against infantry, more effective against other vehicles, and the opposite is true for lighter tanks, more agile, used to kill infantry, harass and flank. Tweaked systemic damage (such as canon disabled or track disabled), they want to reward players who chip away at tanks without necessarily destroying them, but don't want to penalize tank drivers too much, leaving them with nothing to do. Added turret damage which slows down turret turning speed, as well as engine damage, which cripples its movement. Vehicles (Airplanes): Beta feedbacks tell that the difference between the two fighter planes was too great and people didn't like it. Devs are taking step to make them much more similar and better than they were in open beta. Overall players found fighter planes not agile enough. Not being able to acquire ground targets as easily as in previous titles. Players most happy with the BF 109 plane, but devs say even that one wasn't were we needed it to be. Tweaked visibility for pilot and gunner, extended spotting range. "We want planes to participate in the ground combat". Dev excited about the broader spectrum of vehicle classes in BFV, says it was a bit lacking in BF1. Talking about anti-aircraft tanks, such as the Flakpanzer and Valentine MK 1 AA, they have "tons of canons and tons of bullets flying through the sky". Next episode within two weeks.
Aww, I liked the lack of ammo, made people actually not just spray and pray, hopefully its not too much more ammo This was been needed. Sometimes the uniforms blended into the background WAY TO MUCH. This I fell mixed about, Battlefield is a team game, and people skipping revives wastes tickets for the team. Maybe it should skip time based on how far you are from a medic? I think the time to kill was a BIT to fast, but just a bit. But that seem more like the last thing causing that issue to me more than anything.
I copied that summary from reddit, but the one thing I find most interesting about the ammo changes was that they said they'll be using it as a balancing factor for weapons now which is pretty neat. We could see shit like the STG barely having 2 mags while retaining its xxxdeath killer god weapon of doomxxx stats or MMGs ripping and tearing, but needing a resupply every 3 nanoseconds.
Quick question about BF5, will vehicles spawn on the map again or is it the same as BF1?
It will be the same as BF1; but one of the maps, Hamada, has a usable airstrip, I'm guessing the plane will spawn on the ground there if you choose to pilot one.
Depth haze is a complete cop-out and a bandage at best. The art direction as a whole seems to be done purely to look good without much consideration for basic IFF.
Things are looking far better and I am so fucking excited for better air combat. I had a glimpse of it with the Stuka because they revamped it during beta. I think a huge thing would be giving passengers in planes more abilities (ie. spotting). I remember quite a few times when I was in the Stuka with my friend and he got quite bored after a while because he wasn't able to help me out except the occasional dogfights.
Look like they addressed most of my issues with the beta - Looking forward to this even more. I think the idea of allowing you to skip if a medic isn't near is a good one. The only problem is nobody seems to revive in this game :V
I haven't played BFV's beta or really watched anything beyond a minute or two of gameplay, but with how controversial customisation seems to be, I bet it'd be an absolute nightmare. As much shit as I give BF1, each faction in it is at least distinctive enough that you could reliably differentiate them from visuals alone.
As someone who play 90% medic in bf1, This is 100% true even in bf5, and rather have it not skip if you near a medic since the medic isn't magically on top of you in 3 seconds. maybe have the spotting key lock a person for a few more seconds, enough to have a medic goes to revive them, since well, these assholes. (as first quote couldn't be deleted, since mobile, could you tell 😎)
I wasn't sure if I just wasn't understanding the mechanic but some games like 90% of my deaths I wasn't even getting to the 'revive' screen or sometimes I would get to the revive screen then instantly die, I wondered if a headshot kill prevent revives but it was happening to me consistently on non headshots and I noticed sometimes when other people went down their icon would flash for a moment as though they could be revived then they'd die.
I had the same thing happen to my system, and only battlefield games do that annoying stuttering.
Pussies. I liked the challenge.
I honestly enjoyed having less ammo on spawn. It reminded me of the stories that my grandfahter[British Paraglider Medic], explained too me. Namely how their supplies would be scattershot ,and they'd only have ammo that was tied down well enough.
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