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@SharpGoblinA buff for rocket launchers, giving all of them +1 rocket, is coming. This was mentioned in the 7.0.0 patch notes, near the bottom.
"As such, in an upcoming update we’ll be increasing the available RPG, Recoilless and all other era-equivalents by 1."
https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-2042-update-notes-7-0-0
I, personally, want to know why it wasn't immediately in 7.0, but oh well...
My 2 cents, the M5 needs 2 more rockets, not 1, and it needs a small speed boost. As it stands right now, the RPG is just a flat out upgrade.
- Lady_One2 years agoNew Ace
@MADMAC50KMy opinion on air is a completely different weapon is needed, the situation is too broken for tweaking flare duration, rocket count and damage to result in sane gameplay. Let's be honest here, the FXM is a medium-range (~300-400m) launcher that's not very good at medium range. Most kills air gets are at close (~50-200m) range. You will die before you even get a lock if the helicopter is shooting at you.
Either either DICE needs to introduce a passive radar launcher that can hit a <150m aircraft before it can react and flare, or a fast lockon launcher that ignores flares at <~150m, or the NTW-50 needs buffs and maybe to be useable in the engineer's gadget slot as it's also a close-range AA weapon. They're not introducing a new AA launcher by the looks of it... So change some NTW-50 numbers? My post on that still stands.Or prevent helicopters from going OOB on most maps.
This won't solve jets sadly, having played with jets myself only confirmed my suspicions that they're basically unkillable by infantry unless you luck out with an RPG shot on an overly aggressive pilot. I think removing jets' repair thing, reducing the speed of HP regen, and maybe reducing the damage they take from other air / the wildcat might be a step in the right direction, so if they get damaged the damage sticks for longer and they either need to time out for a LONG time, or they need to keep soaking damage until they die. - Lady_One2 years agoNew Ace
@MADMAC50K The APS should probably be reduced by ~3-4 seconds. IIRC it's 8 seconds for tanks. I dunno if it's the same for all vehicles, but it should be shorter than 8 seconds. Have a clip of some APS frustrations, with a bonus:
[video]If it worked as the description states (not intercepting stuff up close), I think that would be good.
Some of the weapons on ground vehicles are also OP (or in some cases waaay underpowered). The HE shells are OP, you've probably never experienced it but you can clearly see the TOR shotgun is OP as it has way too little falloff, the RAM howitzer is unfun. Sadly 2042 has another regression from BF4, and that's the lack of fixed shotgun spread, so every vehicle canister weapon simultaneously feels bad to use because the spread is random (save for the TOR which fires fast enough that this doesn't matter too much), and it feels bad to play against because you get 1shot from 20m+. Among plenty of other issues... Like let's say STAFF shells being crazy weak.
- UP_Hawxxeye2 years agoLegend
@Lady_One wrote:@MADMAC50KThe APS should probably be reduced by ~3-4 seconds. IIRC it's 8 seconds for tanks. I dunno if it's the same for all vehicles, but it should be shorter than 8 seconds. Have a clip of some APS frustrations, with a bonus:
If it worked as the description states (not intercepting stuff up close), I think that would be good.
Some of the weapons on ground vehicles are also OP (or in some cases waaay underpowered). The HE shells are OP, you've probably never experienced it but you can clearly see the TOR shotgun is OP as it has way too little falloff, the RAM howitzer is unfun. Sadly 2042 has another regression from BF4, and that's the lack of fixed shotgun spread, so every vehicle canister weapon simultaneously feels bad to use because the spread is random (save for the TOR which fires fast enough that this doesn't matter too much), and it feels bad to play against because you get 1shot from 20m+. Among plenty of other issues... Like let's say STAFF shells being crazy weak.
Remember how many vehicles vs how many soldiers are around. All they need is to overwhelm the vehicle instead of just people like you and me being the only ones who are not ignoring the enemy vehicle.
- Lady_One2 years agoNew Ace
@UP_Hawxxeye8 and 4-5 seconds of APS are the difference between getting stuck on a rock and still having the time to get away, and being punished for that mistake.
Let's be honest, people are using APS not (just?) so they can get out when they got overwhelmed, but so they can shove themselves in a place where they know they would be overwhelmed, then score kills and get out, or so they can get more chances to get a kill with their atrocious aim. If bad aim is the design intention behind 8 seconds APS and behind HE shells splashing like crazy, then fix the underlying issue - the stupidity of aiming in a vehicle, where a bit of roll throws everything off (dumb for gunners too!), 3p aim has the turret lag while 1p aim doesn't let you aim past the turret.
And besides, 4 vs 8 seconds won't change stuff like Liz players sleeping in their own spawn, that you can't ever touch.
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