• Battlefield Franchise Megathread v4 "Black Panthers in ze Panzers" Edition
    999 replies, posted
I think it's sad that the extent of teamwork is having one medic one support and pressing 3 on teammates. It's ok, DICE's telemetry has already shown that people needed to grab supplies way too often so they are looking into higher starting and max supplies.
Panzerfausts if anything should ignore distance, considering it's supposed to be a HEAT round.
Ignoring distance is fine but it shouldn't ignore armor thickness.
But also IIRC panzerfausts couldn't really propel rockets further than 30 meters, so that's a thing (not that distances like that matter in a game like this). Regarding armour thickness, is that even remotely simulated in BFV? I heard something about angling but im having a hard time believing it.
Its about as tedious as walking over a dead body. I really dont get the complaints unless you like camping, but for the most part I only ran out of ammo when I was balls deep into enemy territory, which led me to do more aggressive maneuvers to stay alive.
There we a few notible cases when someone else would pick up the ammo from a dead body before I could. But then it comes down to who really needs it. The can all be solved by actually playing as a squad, and someone being support. Spam 3
Even with that, There's still ammo within arms reach all over the map. Having scarcity prevents spam and focuses more teamwork or aggressiveness when playing. Bf4/1 I'd rarely run out of ammo for my guns and only really used the support for gadget/grenade refills. But I play aggressively so I guess I haven't felt the tedium of the system.
Going to throw my hat into the ring of wondering what people are talking about with the ammo difficulties. It takes so few bullets to kill that even the starting two magazines is plenty of ammo, especially when you can just walk over enemy bodies and pick up even more ammo. The class that really chews through ammo is Support because they have LMGs which are meant to lay down fire with, but they're also the class can resupply themselves 3 times so they don't have an issue at all. As others have said, it makes me wonder what kind of player is always running out of ammo because all I can think of is somebody who either likes to sit still and snipe or camp, or somebody who just sprays ammo like crazy and doesn't really aim at targets. With the overwhelming feedback DICE has gotten, I would surprised if they didn't now let players start with 3 mags and carry a max of 4, along with starting with a health kit. I'm really hoping that's not going to happen, but I'm fully expecting it. I fear that even just a +1 on all those numbers will be enough to effectively remove the whole "attrition" idea and we'll be back to square one. I love what attrition does for the game, player mentalities, and the way that it makes you constantly have to think longer term about what you're doing and where you're going. It makes the game so much more interesting, and everything I wrote in this post is making the assumption that somebody is playing solo and a teammate never gives you ammo or heals you. When you have a squad supplying each other with ammo and health the whole thing is a complete non-issue and that's A Good Thing because it means they are working as a team and the game mechanics are encouraging you to work as a team.
Yeah, i adore the current Attrition system, i hope they don't cock it up too much with people being babies about it.
My issue with the attrition system in the Beta was that support players couldn't resupply gadgets, only supply points. I thought the whole reason it existed was to promote teamwork?
I didn't unlock all the support gadgets, but medic had a medic box they could carry that functioned identically to the regular health stations. I would imagine that support also gets a similarly deployable ammo box that resupplies gadgets the same as the stations do. That's how it was in BF4 as well, where the fast throwable pouches wouldn't resupply your explosives/gadgets, and instead only supply your primary and secondary weapons.
I don't remember about gadgets cause i ran with the box and the pouch but i remember my box generally resupplied grenades faster.
That's mean. They're called the Support class, not "supply boxes".
I'm very concerned about the size of maps, or perhaps the revival system, because games feel so dead and empty compared to every other BF game even in full rounds.
Time for 96 player servers.
The hardware exists for sure, the biggest obstacle are consoles and networking bandwidth. You can tackle 128 players in Battlefield pretty easily I imagine, especially if you tackle network relevancy properly and don't mind putting servers in every region in order to make sure everyone has sub 100 ping, but really, it's about money. If people tolerate empty maps with 64 players, they'll keep it that way to ensure that they can put more servers up for the same cost. Similarly, clients with worse internet connections, especially the eastern market, are a big financial target, and if they can't play because they have sub 1mb/s speeds, then that obviously decreases potential buyers.
I'm willing to be it's more for gameplay and game design reasons than just "money". Frankly 64 players on a lot of newer battlefield games feels like a clusterfuck anyway. Peak Battlefield is Battlefield 3/4 on Conquest Small.
https://www.youtube.com/watch?v=hT7t7mK0l2w
Video summary; 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.
Just gonna copy and paste my reply from Videos and Crap thread 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 fucking LOVED that german light tank in WT. Having the silly ass MG mounts was great. What i really hope for later down the timeline is the Lee or the m2, both were janky as fuck looking and could offer some cool squad mechanics: M2: http://cs.finescale.com/resized-image.ashx/__size/1000x0/__key/telligent-evolution-components-attachments/13-49-00-00-01-57-98-74/27.jpg Lee: https://olive-drab.com/images/id_m3lee_4id_pettit_116_20051202_700.jpg American tank tactics were wonky as shit in the beginning of the war.
The M3 Lee itself was a top fucking notch meme that's the tank equivalent of wanting to shove everything into a project without knowing what the fuck you're actually doing I mean, the think looks like something you'd get from an extended WW1 scenario with the awkward sponson and turret
http://www.wduwant.com/index_uploads/uploads/e4383bebb164.png
This is horrible. Not worth ruining the visuals for the sake of slightly easier spotting.
I dont get easier spotting anyway. Everyone is on the same playing field, why make the game look foggy to make players pop.
Hopefully there's going to be more vehicles per map.
I like the concept of trying to make the characters pop out a little more, mostly cause I have really shit eyesight and mp games with nice graphics I have a really hard time playing cause I cant see enemies or just straight up eyestrain, but I'd rather they either scrap the concept or reaaaallllyyyy work on that wip they got going because I'd rather the aesthetics they evidently put tons of work into to get shit on. That and also I dont want sneaking to get fucked again like it was in bf1
i'd rather take pretty screenshots for reddit karma than have an actually playable game
But the game is playable, Never had issues spotting, and if you cant be spotted easily it should be a good thing.
I like most of what is on that list. Hopefully the attrition changes create a nice middle ground between what we have in BF1 and what the beta was like. Spawning with one medpack is a great change. Disappointed to see on discussion on optimization.
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