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Thread: Things you'd like to see fixed in BF4
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09-14-13, 08:08 AM #45Re: Things you'd like to see fixed in BF4
BF3 started out and didn't auto-assign people to squads. Somewhere along the way they patched the behavior. In BF4, it really shouldn't matter because in theory we will have in-game VOIP so what squad you are in really shouldn't matter because you can talk to all your squad mates.
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09-16-13, 09:03 AM #46
Re: Things you'd like to see fixed in BF4
Tribes Ascend Home
I'll just put this here....
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09-16-13, 09:09 AM #47
Re: Things you'd like to see fixed in BF4
Personally, I hated this. The squad cliques being the other reason I never played BF2 on tpg... I was never 'in' with the BF crowd, so I never got into any of the squads with regs, so I was left with pubbers which was... well as fun as you can imagine (was before I was an admin, If i recall correctly).
Something I'd really like to see fixed is both the dynamism of infantry vs infantry vs vehicles... Too many of the BF3 original maps felt like vehicles were sprinkled onto the maps just to appeal to everyone... The size of BF2 maps necessitated the need to use vehicles to get around and bases were layed out in such a way that allowed interested battles to unfold... The BF3 maps (i never played the dlcs) were just... meh, not as well designed...
Furthermore I see vehicle whoring in BF now adays aka vehicle domination... Vehicles CAN easily be over powered so much that it encourages players to just sit in spawn doing nothing, waiting for someone in a vehicle to die to steal their vehicle spawn. Implement a few of the following: Decrease the number of points achieved when killing infantry in a vehicle (discourage vehicle kill domination), require that PASSENGERS (not pilots) need to leave vehicles to cap faster. Add a delay to when an engineer can start repairing a vehicle, after it has taken damage (3 engies should not make a tank invincible). Make it so that flares in jets and helos are ammo based (like bombs and rockets) requiring air vehicles to return to base to resupply (nerf indefinite self sustainability). Give tanks limited ammunition (e.g. 50 tank shells). Certain damage takes longer to repair or disables certain features (e.g. shoot out the treads on a tank, break the rotation on the turret)...Remove that stupid movement radar on the tanks, that nerfs c4 for skilled tank pilots... Add a proper cap to tank turret rotation (can currently, jack your mouse dpi to let you rotate the turret at disturbing speeds).
Not all of the above, but definitely a few to fix the dynamism of infantry vs vehicles.
Tablet-Last edited by Bunni; 09-16-13 at 10:14 PM.
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09-16-13, 10:04 AM #48Re: Things you'd like to see fixed in BF4
The vehicle dynamic is definitely changing in BF4.
They introduced the 'critical hit' dynamic now. DIsabling a vehicle is now less about how much damage you do, but where you hit the vehicle.
The Battlefield Blog | The Road to Battlefield 4: The Ultimate Guide to the BF4 Vehicles
We’ve also applied some changes to the way that vehicles become disabled and how they recover. In Battlefield 3 your vehicle became disabled when its total health was depleted by a certain amount, rendering you basically immobile and in need of an Engineer to get it back up and running, otherwise the vehicle would burn away and explode. This changed a lot about vehicle combat in Battlefield for the better, but there were still some things about the system we didn’t like, based on how players reacted. Primarily, it always felt like you had to abandon the vehicle when becoming disabled, even though there’s always the possibility of still winning the fight. And if there’s no Engineer nearby, the vehicle is most likely going to explode anyway, so there’s not a lot of reason to stay in the vehicle.So in Battlefield 4 we’ve added a new mechanic we call the Critical Hit. Anytime a vehicle takes a hit, we check the amount of final damage that was dealt, after the angle and zone checks. If the damage was high enough, it’s a Critical Hit, and the vehicle acts much like they did in Battlefield 3, losing power in tanks or having loss of control in aircraft – but this effect is temporary, and the and the pilot/driver regains control after a few seconds.
The critical hit damage threshold is carefully tweaked alongside the damage zones and glancing-hit scaling on each vehicle, in a way that promotes playing smart as both a vehicle operator, and in an anti-vehicle role. This new concept of temporary critical hits means that we keep the sense of impending danger that a damaged vehicle brings – while still allowing for brave drivers to regain control and keep fighting.
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09-16-13, 11:21 AM #49Re: Things you'd like to see fixed in BF4
If anything, this'll make good drivers impossible to pin down. As long as you keep your front glacis to the opposing tank, you will never be disabled, and there are ways to angle your side armor to prevent critical hits. I'm going off of the logic that a critical will only occur with a rear shot or a perpendicular side shot. This empowers infantry a bit more when they get good angles, but for some reason I feel the mechanic won't work very well.
If they were to incorporate an armor and damage model like World of Tanks, things would get very interesting.
Sent from my Nexus 7"In matters of style, swim with the currents... in matters of principle, stand like a rock."
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