Battlefield - Core Feedback - Please Consider
Long time battlefield player who has witnessed and experienced the devolution of teamplay and teamwork in the Battlefield series. In my opinion, BF 2142 was the pinnacle of teamwork/teamplay, and since then has all been downhill.
Allow me to explain why....
1.) Commander
The commander was a valuable asset in that they could see the entire picture unfolding in real time, and could direct squads to attack or defend objectives that would benefit the team the most. They could also deploy a variety of mechanisms which benefited the team at a tactical and strategic level. E.G, orbital strikes, sat tracks, supply drops, etc.
Problem:
Whippersnappers don't follow orders these days. Seriously. The "CoD; top of the scoreboard, only K/D matters" generation(s) completely killed this.
Solution:
One way to fix this is to "train" the players. Grant them access to special skins, bonusxp, etc for following orders.
Meta:
There were structures at each base that allowed the commander to execute these abilities. For example, the comms towers (a physical thing in the world) allowed the commander to issue sat tracks. This is important, because it creates a game within the game, and offers options.
- Recon - Tired of "sniping"? Make it your mission to take out the enemy commander's assets with C4.
- Engineers - Engineers could repair this buildings to bring them back online.
This added a whole new level of depth to the the game.
2.) Lose ammo in magazine on reload
In 2142 one would lose the ammo in the magazine upon reload. For example, if you had 12 rounds in a magazine and reloaded, that 12 rounds was dropped with that mag.
Problem: Ammo is everywhere in BF 2042. This makes support classes with ammo cans mostly useless. Overwhelming majority of the time ammo cans are ignored except when people are spamming grenades or rockets.
Solution: Lose ammo in magazine on reload BY DEFAULT.
Meta:
The decision to reload or not in BF 2042 was real; do I reload now and drop that 12 rounds to be better prepared for the next firefight, or will I run out of ammo and must rely on my sidearm? Does my squad/team have someone with an ammo can? This made the outcome of firefights very interesting and also made support classes with ammo cans useful.
3.) Spawn on squad leader only
Problem: Squads do not stick together.
Solution: Spawn on squad leader only should be on BY DEFAULT.
Meta:
- This keeps squads together
- This makes equipping the spawn beacon actually useful.
- This gives more purpose to role of squad leader, besides just issuing orders that people aren't following.
4.) Greatly impair solider health regeneration
Problem: Medic classes and medkits are nearly useless. I can't count the number of times I have bounced a medkit off the face of a soldier who had 1/4 health only for them to run away. Why this behavior?
- They can duck in cover for a few seconds and be back at full health
- They can just keep rambo'ing on till they die and respawn almost anywhere on the map with full health
Solution: Greatly increase the time it takes for a soldier to regenerate health.
Meta:
- This will make medkits useful and needed
- This will make the medpen useful and meaningful to equip.
5.) Greatly impair vehicle health regeneration
Let's face it; the repair tool is a joke. This makes engineer classes useless.
Problem: No point in playing an "engineer" with a repair tool when vehicles can rapidly repair themselves and regenerate health.
Solution: Greatly impair vehicle health regeneration, however, balancing will definitely need to be done. Bring back helipads to repair vehicles; bring back limited munitions for vehicles which required them to return to helipads to re-arming, etc. As a results, vehicle armor may need to be buffed slightly.
Meta:
This adds a whole new level of meta to vehicles (must return to base to rearm) and makes engineers useful for repairing vehicles.
6.) Bring back (the real) Titan mode!
...but not the watered down version that was released in BF4 - whoever released that completely missed the point of Titan mode and stripped the meta game from it.
Titan mode gave the best of both worlds: large scale open world battle and tight corridor based CQB - all in the same map!
Here is why Titan mode in 2142 was so great:
- It gave a whole new purpose to capturing and HOLDING objectives; each objective held was launching missiles to take down the enemy titan's shields, but not only that, they CONTINUED to strike the titan afterwards... which would also destroy the titan. This was bonus meta to the game: Do I board the titan to defend the core; do I stay back to defend the objectives so the missiles don't take down the now shieldless titan?
- Transports became extra valuable as they were needed to board the titan! The meta game then shifted to an "Omaha beach landing" scenario. Titan gun turrets had to be manned to try and shoot down the incoming transports. Some people also needed to man the decks to take out the enemies landing from APC drop pods.
- Extreme close quarters firefights. Once the perimeter was breached the meta switched to extremely close quarter firefights - this changes gear loadouts and dynamics of combat COMPLETELY. There was also additional meta requiring 4 consoles to be destroyed within the titan before the core room could be breached.
Thank you for your consideration.....