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Well, I wrote a lot about vehicles balance, I just want to show DICE that I presented reasons to review:
64 vs 128 players maps design choices
How classes changed vehicle presence
Why vehicles need to have more defined roles (changing repairs won't cut it)
How hybrid maps don't work well for both 128 and 64 players. Too crowded and too empty. These maps could be fixed by removing the first two flags on each side on the 64 p version, and the vehicle rebalance would fix the excessive chaos on 128 p version.
Vehicle presence must be toned down again.
@Straatford87 Could you, please, bring these topics to your next development round table?
- RAF20423 years agoRising Ace
Despite the broken Ingrish and long sentences, can someone, please, give me a nod?
Just toss in the balance discussion the wildcat range in 64 p maps (in Kaleidoscope it won't matter), 64 p in general, and hybrid maps, 20 Hz and vehicle balance, vehicle role and overall vehicle presence, which feels very different after classes. Just a few lines in the whiteboard.
Some solutions are really simple and won't take more than a man before it is tested, and there you go, you got something to do for Season 5 (or after that) to keep the game alive and refreshed.
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