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Is that a map for BF3?
Another thing I find funny is AMD/Intel would snipe any of our Moms on a grocery run if it meant good quarterly results, and you are forever whining about what feser did?
But the BF series IS conquest...?
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The main problem that bc2 has is with the small maps and anyone in the squad can spawn on a squadmate. Most of the bc2 maps are long and thin which makes flanking almost impossible and often one team beats another into the ground. Good games are more rare than blowouts. It imperative to keep spawn on the squad leader ONLY or use a parachute drop like the pods in 2142. A red flare marker would be sweet to parachute drop into.
I love the commander in bf2 but wish it was implemented better... here's what I would do:
- any sniper spots artillery locations that the commander can drop artillery onto, the commander can't pin point his own strikes
- the commander gets command points which are used to buy supply drops, vehicle drops, uav scans, drop artillery, and respawn vehicles
- command points are collected when squads complete objectives based on the commanders orders, the more the team works together the more stuff the commander has access to
BF2142 had great balance. Some of the best of any game. I have little complaints about class build except that assault was a bit powerful; BC2 also has some nice build options so a good mix of the best would be good. I can think of 50 different abilities that wold be nice:
- running faster
- jumping higher
- reloading faster
- faster repair tool
- more damaging repair tool
- advanced helmet that holds the 3d spot
- helmet that tracks targets longer
- thermal sighting to find hiding people
Hopefully BF3 can replicate the balance of bf2142.
Squad leaders need to have a map where they can send their squad to attack. Guildwars has a nice sketch tool that helps organize a team. It would be nice for a squad leader to be able to plot where his squad goes by placing points on the map... like attack here, by using this flanking route.
The whole "pull down squad mates into cover" thing is weird. I'm not sure what the mechanic is here. I am also ok with a regen system as long as it has caps... like you can only aver regen 25% health. That way if you are down to 2% you can regen back up to 25% and at take a bit of a fall...
I also want red marked zone for the enemy on home bases so base rape can't happen. Also many maps should have more than one start zone so that players can stream out and grab points. I liked the old school way to mix and match map sizes with number of players. I used to love this sharki peninsula map with 40 players but it used the 64 player map, so lots of moving and taking points and recapping them back. I think sometimes the players learn to do this better than the developers. It also had multiple spawn locations.
It would be nice to get some sort of dynamic spawn so that spawn camping is harder to do. This was bad on karkand where after you played a bit learned exactly where the enemy would pop. I still want to see a driver and a gunner for the tank and tank turrets and sniper rifle NOT being using prone should also have some sort of lag so it CANT BE USED LIKE A SHOT GUN.
Making the head hit boxes normal size should happen too, most of thety head shots using a sniper rifle in bc2 should not exist.
I can go on it forever, I am also a designer so I have a billion thoughts and design ideas...
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the major problem with bf2142 was that the support class was weak and the assault class was too powerful and really for assault there was only one real load out aside from choosing the main weapon.
more bf3 questions:
- will there be selective fire options for some weapons?
- will there be man portable anti-air missiles?
- can you fire while changing stances and going to iron sights?
- when a medic resuscitates you do you count as being killed?
- do you lose tickets when you spawn or die?
- are pistols going to be more powerful than most assault rifles like bfbc2?
I know I would like to see a character build system like bf2142 with more options like in bfbc2. Also Ive noticed that shooting has gotten easier. In bf2 hitting anything at distance was tough, it became easier to hit in bf2142 but in bfbc2 you can snipe actively across a map with a pistol or a smg... its pretty ridiculous. It needs to stop, highly unrealistic and affects game balance. A sniper should be able to do it, but not also be able to be a shotgun...
bfbc2 is a fun game, but some of the stuff in it scares me when looking at class, weapon, and play balance.
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it's actually impossible to hit anything that's far with a sniper rifle, they for some unknown reason have some of the slowest projectile travel times in the game. But if you pick up a UMP, you can spam headshot across the map all day, that thing is basically a laser. no bullet drop either.
Sigs are obnoxious.
Snipers tend to do fine if you stop moving. There are some maps that they are dreadful on. But yeah dice mentioned something about bullet drop which NEEDS to be implemented on ALL weapons and of course:
SPREAD FIRE!!!!!!!!!!!!!!!!!
which is how bf1942 worked and what most people want, instead of this recoil calculation hit bull crap thing we got now... which means the chance of hit varies based on recoil (how long you hold the trigger) and not what you are aiming at. tap tap tap with an assault rifle makes sense, but so does mowing three people from behind with a saw from 5 feet away, yet somehow only like a small fraction hit. This problem goes back to bf2 when ti was hard to anything while standing or while running, yet at prone you instantly hot 50% better. While this makes sense from a marksman standpoint it makes no sense going full auto 3 feet away (as the recoil stacks you hit nothing)...
Pistols don't seem to have this problem, they seem to hit exactly what they are pointed at all the time.
Ever try shooting a tree with a mounted gun at 100 yards. The bullets fly everywhere and completely miss the tree. Yet put that same gun on a target and get head shots at 500 yards no problem.
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My Blog:
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