Battlefield Franchise Megathread v"Seriously, nobody made a new thread yet?"
999 replies, posted
Seems new. Damn.
Managed to do the 3 headshots one life thing with the Gewher on Devastation Conquest (thx Strawb and Delta)
I just waited for the inevitable moshpit war over C, watched where the chokepoints formed and just went around and dinked the hapless little men. I'm too used to ghettoblasting fools with the tommy and mp40 while rushing down the middle I guess lol
For 6 hours, Newegg has a physical copy of BFV for PC for 30 dollars.
Come to think of it, is this the first WW2 game that lets you do this?
IMO the Staghound is the best "tank". it can shoot twice in the amount of time it takes a heavy tank to fire and doesn't seem to take much more damage while moving much faster and having a lower profile.
According to some guy on Reddit (which is always a solid source of information ) the attrition part of the game was going to be much more severe and medical crates would have been the only way to get bandages. In that context it makes a little more sense to run it. However, now that they have toned down the attrition so much and you can get bandages from pouches thrown at you it is absolutely pointless.
I did the med crate assignment first before I did the ammo crate one, the med crate one took me upwards to 3 whole matches of me just placing the crates in objective areas/mosh pits of friendlies holding a area. By then I was just extremely frustrated at how ridiculous the assignment was after I completed it and onward to the ammo crate one. I put down my first ammo crate in a crowded objective area and was completed in under 40secs. That massive difference in completion time between the two crates just put me in a state of disbelief? Or shock? Definantly something vented from me. I don't even know man.
Ammo crates are fine because they replenish gadgets. Health crates have literally zero benefit.
Tbh attrition was waaaay better in the beta.
IMO Pouches should only heal you and not give you an on-hand pouch, while Crates should heal you AND give you the on-hand pouch.
The crates also need to be clearly labeled which for some reason they're not.
Ammo pouches only give ammo and not gadgets, so why should medic pouches give both health and spare pouch?
I agree but considering you have to actually press E on crates now I swear like 3 people a match use crates and everybody else runs by so if I couldnt give bandages with the thrown kit nobody on the server would ever have spare bandages lol
what I'd kinda like to see is med crates healing players faster or some other buff instead of nerfing the pouch so I can still give spare bandages to the fuckheads who were born holding down the forward key and never let go
I'm able to perform fine in both the beta and release iterations of attrition, but imo they should really take one mag away to hit that sweetspot. I wasn't really annoyed by the lack of ammo, but right now I barely think about ammo except as Scout as you get around 20-30 bullets on spawn with a DMR and around 60+ with ARs which are plenty enough for the average player. I would reduce the ammo pickup on dead enemies to really drain out more aggressive plays as I actually enjoyed not magdumping the microsecond I see somebody and having pistol pullouts in drawn out gunfights be an uncommon outcome. I could be very wrong though as the current Tides of War is making everybody drop supplies left and right rn.
As for med crates, I can fuck with the idea of pouches only healing though they should really increase the visibility of the crates. A good start would be bright olive drab green for ammo crates and bright red for med crates to make them pop out more. I'd also bring back throwing the crates as it can catch some people's attention when you toss a bright red box in their FoV.
I'm ok with the current attrition. What the beta enforced is, you had to have one medic and one support in your squad, otherwise you were sub optimal.
I hate this forced teamplay crap when all it boils down to is zerg with your squad, and your squad composition is a checklist.
That said, I think some weapons get too much ammo, like bolt actions and semi autos (especially the m1a1 and g43).
For anyone still stuck on this it's incredibly easy in vehicles (driver or front MG). The guns are high damage and laser accurate and there's very little danger of suddenly dying and resetting your count. Obviously won't work for the weapon-specific challenges but it will work for the class-specific ones as long as you aren't the one to spawn the vehicle in (so if you hop in the front MG of someone else's vehicle)
I just played 4-5 games with the AA vehicles last night, they are insanely OP if you play them "campy"
Keep the two bases closest to spawn by capping and killing infantry (2-3 shots will kill them) and then keep the sky clear when you´ve got the closest points only advancing when you know its safe.
I leveled both AA in one game each from 0-4 and got around 30-(0-3) K/D and score in the 11000+ each game.
You can also win 1v1 fights against Light - Medium tanks and harass the shit out of heavy tanks.
Arguably preferrable to every fucker lone-wolfing.
Played tanks for the majority of the day and I guess the new damage model is working well for medium and light tanks while heavy tanks like the Tiger and Churchill should get a bit more damage reduction to be able to properly tank given their slow as shit mobility.
Splash damage and radius are also way too small and weak for the heavy tanks to properly destroy shit. I'd say either buff their damage or if DICE doesn't want to for whatever reason, implement the V1 knockback effect for the heavy tanks as its super stupid for some jackass to be able to quickly shit out 2 rockets confidently as any sort of distance from the epicenter of the blast means being able to swallow 50-70 damage comfortably. The knockback effect would fuck over the quick peaking assaults and solve that silly problem of hiding behind a 4 by 2 rock and being completely immune to an 88.
Real talk I'd not be against the knockback from almost any explosion, maybe bar grenades.
Encouraging teamwork is better than discouraging lone wolfing and forcing class diversity though. I play battlefield because I like that I can do whatever I want.
They should focus their efforts towards a better combined arms experience, and more engaging squad call-ins than dropping mag counts just because people like running out of ammo (or spamming 3, depending on which end of the spectrum you end up on).
I get your point. Encouraging teamwork seems to be a problem for them in general, though.
Agree on the pzfaust stuff. Smokes are so stronk now that I honestly cant believe people dont just smoke a tank up, kill surrounding infantry and move to flank. At the very least the smoke forces tank to move.
I wish pinging was more useful. I try to use it to warn nearby mates of potential flanks, but I think it's only visible to squadmates which makes it almost useless. Pings from nearby mates should show up for all nearby players along with an on screen notification pointing towards the pinged location.
I feel kinda bad for not trying out the panzerstorm map yet, but i really don't like conquest despite it being a "classic" battlefield gamemode.
In V, Breakthrough is just BETTER
I can't think of a single reason why teammates should be able to enter the driver seat while the tanker is still alive. That has to be changed.
I have no idea what happened
https://files.facepunch.com/forum/upload/1177/4b0b695a-4fac-4647-88e2-559f69b448f2/damn son.webm
The bell is slightly scalable so dude basically jumped from above, landing a bit before it which initiated the rolling landing anim from thirdperson, he spammed space to scale the bell likely but the third person anim didnt interrupt.
Saving the tank so that it doesn't fall into enemy hands when an idiot tanker decides to bail from the tank even though it doesn't get destroyed.
The Britbong AA is fucking death machine compared to the wirbel wind.
Somehow 4x 20mm brap cannons firing 50-100 rounds do less damage to infantry than 2 shots from the brit AA.
I jumped into it for shits on the panzer map and went from rank 0-4 in that vehicle in a single game with like 40 kills and a single death, when the enemy team got so pissed off, they sent 3 tanks after me to hunt me down.
I killed a tiger, multiple mechanized shits and a tonne of planes. I'm lucky to get a fraction of those if I was using the wirbel, not without having to make repeated trips to the goddamn resupply.
Weird, I've used the flakpanzer with great success on Hamada both in fontlines and conquest. They even buffed last patch and felt like you should shred infantry even more easily.
I wasn't a fan at all of Armored Kill for BF3 but I'd really like to see a tank-warfare focused update that adds shit like Stugs, Archers, Wolverine M10's, Panther's etc to the game and maps as big as Panzerstorm.
its because the real gun for the flakpanzer is the 37mm auto. It has a bigger splash damage than the brit 37, and fires faster with more ammo. It absolutely chews infantry.
Problem is getting to rank 3 with it to unlock it.
Tank gameplay feels super satisfying in this game thanks to their proper speeds and sheer weightiness they have.
The Tiger legitimately feels heavy and is loud as fuck and I love to drive it even when its arguably the shittiest tank atm
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