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@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.
@Lady_One
This opens up a lot of discussion about the physics of vehicles and how much even small rocks can affect them.
Like I said in another post in one of the other threads, I think they need to find a middle ground between a single infantry being too dangerous on their own to a vehicle and how a single APS/Flare can stop an infinite amount of anti vehicle gadgets during their window of effectiveness.
The liz missiles seem to be able to have that mult-iperson cumulative effectiveness vs ground vehicles but only if there is not a single sentinel invalidating all that cooperation.
Meanwhile they are still bad for small aircraft, aka the things that they are needed for the most.
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