2 years ago
DRAUGR is weak.
Im an avid jet player since bf2 and have always loved to fly instead of walk, i was very excited for the new bomber we are getting only to find myself quite unsure on what their idea was. As of now ...
Copy/pasting what I said in another thread:
The Draugr initially feels like a very cool addition to the Battlefield, as it is very unique. But it ultimately feels useless because even good players cannot hope to stay alive for very long at all.
First off, you shouldn't force players to grind AI if they want to unlock all of the Draugr equipment. It took me roughly 3 hours of playing against bots on Conquest Kaleidoscope to unlock everything. This is complicated by a bug where if you die (usually if you crash into the map), the game then gets stuck and anytime you spawn in a vehicle thereafter your view is locked somewhere below and in the middle of the map itself. This is on ANY driver seat of every vehicle. Whenever this happened, I had to leave the match and start a new one.
Despite those frustrations, the Draugr is a FUN vehicle to fly. It is FAST, but it doesn't turn as well as a jet fighter, and that makes sense. We want jet fighters to be reliable counters to the Draugr.
From my playing, here are the pros/conns of the Draugr:
Pros:
Speed
20mm Dual Cannons HE - very effective against infantry, decent enough against light armor.
NNEMP Bomb - it seems to have a reasonably large blast radius and can also do nice damage on a direct hit. This is probably the best piece of equipment.
Air-to-Ground Missile - the ol' reliable.
Ground Radar Sensor - pretty strong and makes it easy to find your next vehicle target, short cooldown.
Conns:
DRFM Jammer - it's bad because it only stops attempts by vehicles to lock you, offers no defense against the bigger problem of every infantryman carrying a stringer. Also it seems bugged because I will definitely activate before an enemy vehicle completes a lock on me and they're still sometimes able to complete the lock and fire away. The only redeeming quality here is the short cooldown. This needs to either break infantry locks OR you need to let the stealth mode do this.
MK77 Kerosene Bomb - it looks cool, but you can barely expect to get more than one kill with it even when directed at a cluster of enemies. The blast radius needs to be increased.
JDAM Bomb - feels utterly useless against infantry. Clearly it's best used against ground armor because it has guidance capabilities, but it either needs to be slightly stronger against ground armor or it needs to be more versatile and have stronger impact against infantry (but not as strong as the Kerosene Bomb should be against them).
20MM Dual Cannons AP: terribly weak against armor despite the game description saying it's meant for these targets. The damage is only slightly better against armor than the HE cannons and they're awful against infantry, so there's no reason to pick this over the HE cannons which are much stronger against infantry.
Anti-Vehicle Rocket Pods: I think the damage against armored vehicles is all right, but this isn't worth picking because you're unable to reload without firing off your entire salvo first. Either they need to recharge while not firing just like the hokum/apache or you need to let me start a full reload when I hit the reload button without first having to fire my whole salvo. I think it's interesting that these pods fire in small bursts.
CIX Valravn: the stealth mode. This should be the signature move by this vehicle and it's very cool, but it feels useless because it offers zero protection against attempts to lock on to you, which is kind of baffling. I'm fine with it not breaking missiles which have already fired, but this should basically offer full protection from attempts by infantry and vehicles to lock on. As it stands, so long as an enemy is paying attention to you in the sky, it doesn't matter if you go invisible because they can still track you and lock on. You cannot fire your weapons when in stealth mode, so it very clearly is more of a defensive equipment that should be used to GET OUT from your bombing strafe. Ideally I think this equipment would be fine as is if the jammer reliably stopped locks from both infantry and vehicles, but the jammer doesn't do that. Without the jammer getting buffed, this stealth mode needs to be buffed to fill the role and stop lock attempts.
Draugr is fun and cool, but it's ultimately weak because it has zero defenses which are reliable against basic locks. Give it that basic defense like every other vehicle in the game. I promise it will still be easy to kill because it won't be able to fight half-decent jet fighters, helis, or MAA. Buff the bad pieces of equipment so that I actually have more choice in deciding my arsenal.