Forum Discussion
I'm glad the main issue of vehicle categories is being addressed on top of level design and layout itself. However, I do still feel that the transport category should be further subdivided into light and heavy transport because the MAV for example is still a behemoth in terms of endurance and firepower and having 6-7 of these vehicles would be far worse. These are the categories I had suggested in the phase 1 discussion of Maps
Light Transport
- LATV4
- LCAA Hovercraft
- Quad Bikes
Heavy Transport
- MAV
- Condor
Armored Vehicles
- M1A5/T28
- Wildcat
- Bolte
Attack Chopper
- Apache/Hokum
- Nightbird
Aircraft
- F35/SU57
Besides this, I think it would also be extremely beneficial if vehicles were enabled/disabled depending on the map/mode to give each map a unique identity like previous Battlefield games. Right now, because of this unchecked vehicle variety, all maps end up feeling the same and you don't have those old distinctions like infantry maps / air maps / etc.
As an example, if Strike At Karkand had helicopters and jets and all sorts of vehicles, I don't think it would ever reach the status of being the best infantry map in the franchise. Maps like Kaleidoscope and Discard have the potential of being great infantry focused experiences but the 'all you can drive buffet' system of vehicles stops these maps from building those strong identities.
CALL IN SYSTEM
As for the Call-In System, I think the way it functions currently is fine on Conquest. It adds a new layer of dynamic gameplay which is great to see. However, I think it is a massive issue on Breakthrough and other linear attack/defend modes. IMHO, the call in system should be disabled on these modes or at least restricted to only ranger call-ins. Perhaps add more non-vehicle related call-ins like smoke barrages and supply drops to make sure the system still stays relevant in linear game modes.
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