Results 1 to 5 of 5
Thread: BF1 Conquest Changes
-
-
- Join Date
- 05-13-09
- Location
- Arizona
- Posts
- 6,117
- Post Thanks / Like
- Blog Entries
- 3
09-19-16, 05:21 PM #2Re: BF1 Conquest Changes
The thing I don't like about it not being reductive is that the role of the medic is ultimately negated if a revive doesn't prevent the loss of a ticket (or the gaining of a point, in this case). Regardless of any other mechanic, that is the crucial underbelly of conquest in my opinion and the one thing that shouldn't be messed with. Without it, medics become merely a convenience and not an essential team asset.
Maybe there's a way to streamline the system without negating the crucial role of the medic but it doesn't sound like this is it, in my opinion at last.
Sent from my SM-G930V using Tapatalk
-
09-19-16, 05:22 PM #3
Re: BF1 Conquest Changes
Dice: If it isn't broken, we'll fix it until it is.
I care less about the ticket bleed system than I do about community rentable and adminable servers. Every day that EA/Dice stay silent is one day closer to BF1 following the CoD model and killing the franchise.
-
- Join Date
- 02-13-07
- Location
- Fort Worth, TX
- Posts
- 42,785
- Post Thanks / Like
- Blog Entries
- 5
-
09-19-16, 08:14 PM #5
Re: BF1 Conquest Changes
Not only does it make medics useless, it makes them potentially detrimental. Why would you res an Assault player who already threw away his anti-tank grenades and is low on ammunition, if instead you can just wait 2 seconds longer so he can spawn fully loaded and ready to engage tanks? Not only is there are no benefits to reviving, it can potentially hurt your team to do so.
Not that it matters, With bolt actions being so freaking good this time around, you saw more camping snipers in the beta than you ever did in any previous battlefield game.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks