Forum Discussion

PapaDrach's avatar
4 years ago

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Let's get right to it.

Operators:

Sundance:

  • AT grenades lock on to random targets, rather than closest target (or, let us pick which target it locks to)

  • AT grenades need to have a different indicator for chopper pilots

  • Sundance is still too quiet, even after she was supposed to be made louder

Mckay:

  • Grappling to slightly out of reach surfaces will successfully land the grapple, but then fail to pull the player (either pull me or don't land a hit with the grapple!)

  • It's possible to grapple to thrown grenades, trees' leaves, I believe even smoke plumes!

  • The "Move faster ... on ziplines" passive does not work when moving upwards on ziplines, especially completely vertical ones like those on the tower on Orbital

Irish:

  • It's very hard to tell when and if the APS-36 destroyed a projectile, short of the 10 points you get for it; what kind of projectiles it destroys, and in what area - in front of it? around it? It should have some sort of indicator when placing it.

Boris:

  • The sentry gun has very, very bad hitboxes - shooting at anything that isn't basically the main gun part will not land a hit.

This can make it much, much harder to damage the turret, which compounded with its already pretty high health (150?) makes it much stronger than it should be.

  • It seems very inconsistent when the sentry will have a glare or when it will spot itself when targeting you.

  • After placing the sentry down, frequently I will be forced to walk, and then fire off exactly 1 bullet from my gun.

Rao:

  • Does not get points for hacking! Unlike EMP grenades!

  • Rao's hacking distance is too short.

  • Hacks against vehicles take too long - at the distances you're supposed to use it, a vehicle can kill you faster than you can hack as you're stuck basically standing still, and throwing an EMP grenade can often literally be faster than hacking and has no cooldown and doesn't make you sit in one place, either!

(The javelin in BF4 had a similar issue)

  • Can't zoom to hack distant targets better

  • When you miss hacking and your grace period ends, you will incorrectly get the "HACK COMPLETE" text

  • The hack complete text indicates a positive thing, yet is red; it is also the same color as "FIREWALL ACTIVE", making it hard to tell them apart

  • There is no clear indication of the cooldown after hacking (not the firewall, but the hack cooldown itself); add some, like Mckay's grapple cooldown indicator

  • Hacking enemy soldiers is generally pointless; the hack does too little to them, they might not always have enemies near them to spot and even if they do, that spot isn't very useful; it's often better to just shoot back

  • If you start hacking too soon when pulling out the hack tool, the crosshair will correctly change to yellow, but you will not be hacking, and will have to stop hacking, I believe even wait out the grace period and restart.

Paik:

  • Ending the scanner early is pointless - it should provide some reduction in cooldown, given how much longer the cooldown is compared to the maximum of 5 or so seconds you'll save by ending it earlier

  • Has no crosshair indicator for the cooldown (add one like Mckay x2)

  • The cooldown in general should probably be just a bit shorter

Falck:

  • Frequently, if friendlies are far away enough and my crosshair isn't directly on them, the syrette pistol will miss even if they're highlighted

  • Either there should be some better indication of when a dart hits but does not heal because the player took damage too recently, or the healing should be buffered until enough time passed and then instantly start healing.

Angel:

  • Frequently, right clicking to call the loadout crate in will show the call-in marker, but it will stay in one place and left clicking will still throw out regular ammo packs; right clicking again will make it behave as it should

  • The Loadout crate will not resupply you if you use the same loadout and all your guns have full ammo - thus not giving you ammo for things like RPGs, gadgets or underbarrel launchers;

  • If the loadout crate does not resupply you when you interact with it, you still get a cooldown

  • There should be an option to have the loadout chosen from the crate not affect what loadout I will spawn in with when I die

  • Some gadgets - mainly the respawn beacon - will need to be *reloaded* after getting resupplied by the loadout crate. The respawn beacon even features an animation of the player gesturing pulling out and putting in a new "magazine", even giving it a tap.

  • Throwable ammo does not resupply rockets, grenades, or underbarrel grenade launchers (intentional?)

Gadgets:

Ammo crate:

  • Resupplies ammo far too slowly - it is possible to literally run out of ammo if you're using AP bullets or any other low reserve ammo count magazines (subsonic?) while sitting on top of an ammo crate

  • Does not resupply some gadgets (like the respawn beacon)

  • Does not resupply underbarrel grenade launchers

  • Resupplies grenades and RPGs far too slowly

In BF4 this change was justified due to grenade spam on maps like Locker. Now, there should be better solutions to this problem, we shouldn't have to redeploy (or be forced to use an Angel loadout crate) to get a sane amount of rockets back for the RPGs, or to get BOTH grenades back. Nevermind that there aren't any infantry-focused maps now for grenade spam to matter that much (outside of 128 player breakthrough?).

Medical crate:

  • Like Falck's darts, either there should be a better indication that you can't get healed yet, or it should be buffered

Recoilless M5:

When locking on, this RPG should make the rocket fly up, like in BF4, so that it might actually hit its target, instead of completely missing.

Repair tool:

  • Repairing chopper while you're inside them seems very random and broken. I can be aiming directly at a part of the helicopter, and not get any repairs done, and wiggling around seems to make SOME repairs happen.

FXM AA:

  • After shooting a missile, the 2nd missile has the tendency to not display any lock while aiming at a target, and then after some time (presumably however long it takes for a lock to happen), the launcher instantly shows that it now has a full lock. (This might also be an issue with the M5, but no one uses the binoculars sadly, so no M5 locks)

Insertion beacon:

  • Should not get destroyed when you spawn in on it if you have one equipped. Placing a new one down every single time is a lot of hassle, and then not having another to place down (unless you use the angel crate or *theoretically* if ammo crates worked) seems like a pointless downside.

I get that this destroy-when-you-spawn mechanic is probably so that you can leave the beacon for your teammates to use and switch to another gadget, but having to place it down again when you do use it yourself is just too annoying... Unless that was not the intention?

AT Mines

  • Did they stop disappearing after you die yet?

Grenades - just the EMP grenade:

  • Has the tendency to explode in midair, especially in proximity of nearby enemies or enemy vehicles, and when this happens it's pretty much guaranteed it will have no effect.

  • Has the tendency to not disrupt enemy vehicles even when it explodes near them.

Guns, attachments, attachment system, plus system:

  • From the spawn screen, you should be able to immediately right click your equipped weapon and configure it

  • When configuring a gun mid-match, there should be an option to change what you have selected to use like you would on-foot, for the match - for example, if I used AP rounds on my LCMG, but want to spawn in with close combat rounds because I'll be spawning near enemies, and can't risk the very long reload time.

Swapping the slots around such that CC ammo is now in, say, the 3rd slot instead of 1st, while fixing the issue initially, is a more permanent change that I will then need to undo.

A little triangle can be shown for each selected attachment that you have selected from the plus system on foot, that can be set to a different one with some button.

  • When customizing a weapon, skip the 1st click needed to actually start customizing

Stats like how many underbarrel, scopes, etc. attachments have been unlocked can be shown when the user hasn't clicked on a specific slot yet.

The ability to "select" one of the 4 sides of the + to customize is unnecessary now following the good change that reduced clicks previously.

 

STOP MAKING FAKE GUN STATS. NOW. And, generally, overhaul the stats:

Only THREE gun stats are not fake - the ammo count, the firing modes and maaaaybe the zoom. Except that internally, there's likely still a different value stored for ammo count shown in the attachment system, and actual ammo count, as a previous bug showed incorrect, swapped ammo counts for the NTW-50. STOP. Do NOT make fake gun stats. I get that the guns probably have 20 different accuracy stats for standing still, being prone, crouching, moving, etc., but there are still enough real gun stats that should be properly shown without issues:

  • Remove "range" and "firepower" stats.

  • Add a simple graph showing damage dropoff with the start and end visible, accounting for suppressors as well as ammo type... or barrel type? Please. We shouldn't need to do some elaborate tests to get this info, everyone knows it's just a constant-linear-constant shape. Just show it. Or, if it's not that shape, you'll better inform the community of how the guns actually behave, then!

  • Display correct ROF gun stat - properly factoring in the barrel, not just the ammo!

  • Display bullet velocity and bullet drop speed/acceleration.

  • Show reload time for each mag!

  • Show if suppressor always hides you from the minimap, or does not hide you for enemies within 5 or however many meters!

  • Show ammo count and reload time for each underbarrel weapon! For some reason, the reload times will vary wildly across weapons, with the AK-24 having some insanely fast underbarrel reload times and the LCMG/SWS-10 having some pretty slow reloads.

  • Show damage of AP rounds against the front of a tank, the back of a tank, and maybe some other assorted vehicles.

Stats like these that are hard to exactly determine (AP damage, falloff, etc.) without some extensive testing should be shown. Since all launchers all deal the same damage, are easy to check in an actual match, I can understand not showing that stat...

  • Fix the notorious issue where one of the AK-24's grips literally has no downsides.

Shouldn't the grips be different? When 3 grips all say "+5 accuracy while moving -5 while static", I get the feeling that's not the case...

And...

  • Either show actual hipfire spread in the crosshair, or fix it if that's the intent but it isn't working.

When I shoot full auto hipfiring, I'm fairly sure the spread is much higher than the crosshair is implying.

  • Add more progressive reloads, and add progressive bolt for the NTW-50!

Some people don't even know that the game has progressive reloads! The LMGs and rocket launchers do, but they shouldn't be the only ones! The NTW-50 does not despite having reload times on par with LMGs, and its extremely slow bolt action!

Enough of this though, back to general attachment stuff:

  • Flashlights should default to OFF, not ON

  • Laser sights should default to ON, not OFF

  • Laser sights' lasers are misplaced (mainly while traversal sprinting, but not only).

  • Laser sights and flashlights should remember their state after you die and respawn, or better yet there should be a setting to toggle this behavrior.

  • The VCAR's drum mag reads: Controllable automatic fire. The VCAR can't fire in full auto, and the drum mag doesn't let it fire in full auto. What's up with that?

  • Glock should default to burst fire, not semi auto.

  • Bipod says that you are "immobile while deployed", however you're immobile while ADSing with every single gun, regardless of bipod!

  • Bipod should provide at least some accuracy improvement, not just recoil control.

You're completely immobile while using a bipod. Even in BF4, where bipods made every single gun a recoilless laser, I'd have doubts about calling them overpowered due to how situational they were.

  • Some unlockable (get 50 kills with underbarrel, over 150m, etc.) attachments have very bad unlock requirements

Most notably, why does the M5A3 have a 3.5x scope unlockable by getting kills over 150m? That is way, WAY too far away for this gun. It should be 75 or better yet 50m.

  • Add 20x and 40x scopes

  • Let more guns use a wider range of scopes

As an example, the LCMG has high-power ammo, and a long barrel. It can shoot at distance pretty well - so why is it restricted only to up to 4x scopes? It literally snipes better than the NTW-50 with its 10x scope; all the assault rifles have higher magnification scopes too! Players should have the freedom to put a crazy scope on any gun. It's a game, some people will find it fun, I see no negative in being able to put a 20x scope on the k30. BF4 recognized this and let you put a 20x scope on the mare's leg 🙂 You can even make a challenge out of it!

  • Let guns use ALL the scopes/sights in the ranges they have available (e.g. ALL 1-4x scopes, not just the ones the devs decided are good enough)

In BF4, guns had access to ALL the 1-4x sights, you'd get some of them at first and the rest were for extra grinding. To use the LCMG as an example again - it has the Fusion and XDR holo (both 1x dot sights), but not the K8 holo (the 1x ^ sight).

  • Let us color sights ala BF4

Make it a gun mastery feature if you want, I just want colorable sights

  • Reconsider AP ammo reserves, or just its balance in general, for most guns

The most egregious example is the SVK - 5 shots per mag, all 5 seem to do about 1 damage to the front of a tank, reload insanely slowly. You have what, only 1 mag in reserve? It's literally easier to use the underbarrel grenade launcher.

To me, AP ammo seems like the logical step up from lockons for fighting helicopters - it takes more skill to lead these slow moving shots, especially if using something like the NTW-50's slow bullets, than to lock-on, which heli pilots complain about so much. Non-NTW-50 AP ammo could have its bullet velocity further slowed down and damage increased to make it more skillful against helicopters.

Also AP damage against "transport" vehicles is waaay too low. How many NTW-50 shots does it take to kill a LATV4 or worse, a pickup truck? 6 with the higher damaging ammo?

  • AP ammo does not actually pierce some in-game objects like railings, doors...

  • Smoke launchers' smoke often disappears shortly after, while the projectile in the middle spewing a very tiny ball of smoke remains

  • Allow changing launcher type directly from a + menu when using the launcher, ala Sundance's grenades

I shouldn't have to go out of the launcher, change the type, and then go back in

Scoring/points/xp:

  • Add assist counts as kill (especially for gun progression!), revenge kill bonus, savior kill bonus, headshot bonus, long distance kill bonus, multikill (2 players 1 shot) bonus, maybe killstreak bonus, definitely killstreak end bonus, points for hacking as Rao, spot assists (instead of regular assists), hack/disrupt assists, for infantry, and for vehicles (when vehicle takes enough damage? not just when dead), points for vehicle damage, vehicle kill assists, squad order followed bonus, lazed target damaged and lazed target destroyed xp, points for taking ownership of doors (including via hacking), let environmental kills count as yours (e.g. I blow some barrels up, they kill enemy, my kill!)

Rethink point amounts. Assists and kills shouldn't give the same XP! Assuming everything gets based around kills being 50XP,

  • Change regular assists to 25xp, increase resupply and heal points to 10xp per. Increase angel loadout crate use to 15 or 20xp (as it resupplies more than just an ammo resupply does) and rename it, rename armor resupply so it's not the same as ammo resupply.

Vehicles:

  • Civilian vehicles should be more plentiful on all maps, near points, should respawn

Maybe make regular cars drivable too? It's so weird how only pickup trucks are drivable in a parking lot of 4+ cars.

  • Civilian vehicles should be able to be spawned into directly, on more points than just the base, and should be accessible via the call-in system, dropping in faster than other vehicles

  • You should be able to shoot from inside pickup trucks

  • Lower the amount of """transport""" vehicles slightly

  • LATV4 should protect you from explosions below, behind or to its side; a single RPG basically means you instantly die, making it the worst choice of all "transport" vehicles - the Bolte meanwhile keeps you completely safe, and in some circumstances can even survive 2 rockets!

  • Many vehicles seem to have glass that is impenetrable, see Ravic video: https://www.youtube.com/watch?v=JFNNqmC5kq0

  • Players are invincible during vehicle enter/exit animations, see Ravic video above

  • Getting killed by a vehicle should show the vehicle's health, not just the driver's

To elaborate - it seems random whether or not the killcam will show what I ASSUME is the vehicle health, or the driver's health (with 20 armor!). Both values should be visible - the vast majority of vehicles can have the person inside them shot and killed.

  • Getting killed by a vehicle should show the weapon used

And some miscellaneous but possibly more critical bugs/issues I've found:

  • When changing squad, you should be able to see all squads and their playercounts, to make a better decision on which squad to join

Currently, changing squad doesn't even show an error or anything when there are no empty squads!

  • Parachutes fail to deploy, and I need to spam the button

  • Some players' models will be frozen in place, updating their location every time they shoot. Shooting at this ghost model does not damage the players, so they're effectively invisible until they shoot. Judging by friendlies' reactions, this seems to affect all friendly players as well.

Sometimes this issue affects downed players. Friendlies confused by it as well, again.

  • Going into the attachments menu seems to sometimes unload the global illumination - after I spawn in, the map has no bounce lighting for a short bit, and then it's all loaded back in.

  • Since patch 3.0 I believe, exiting a vehicle, any vehicle, even Casper's drone, has a high chance of completely breaking a TON of things...

When it happens, you can no longer ADS "visually"? But holding right click does slow you down and seems to improve accuracy, the HUD is broken displaying an X over every weapon and gadget you have, and switching to that weapon/gadget removes the cross; UI elements from the vehicle like heat might remain, the guns might show completely wrong ammo, there is HEAVY input delay for both movement and aiming, dying does not show a killcam, the + menu is blank and the bar for dying early does not gradually fill, but immediately fills up to 100% when you hold space (it still takes a few seconds as normal).

  • Spawning in from a respawn beacon placed inside an elevator (stationary) results in similar issues as above, though still kinda different.

  • The gun cocking animation should ONLY play the first time you spawn in.

With spawns, especially on spawn beacons, having the chance to be quite risky, this animation should be gone. Nevermind that it is completely broken - you can ADS during it, and shoot just fine!

  • There should be an option to skip the intro cinematic when loading into a game

  • Use a screenshot or something of the spawn screen for the big map, instead of a hard to see black and white version

  • Allow movement while looking at the big map

  • With mouse, when clicking on something to spawn on, use the square that is shown, not some vague radius away from it! If I click within the square of something, that's what I should have selected!

  • Allow zooming in on the spawn screen

  • Add option to disable the zoom-in spawn animation

  • Prioritize selecting/spawning on squadmates over respawn beacons

  • Add a view showing what the squadmate you will spawn in on sees (ala BF4)

  • Green squadmates can't be spawned on because they're "in combat". Add an indicator on their icon for when teammates are "in combat" without having to click them - the red color indicates their health, not their in-combat-ness!

  • Normal looking vehicles can't be spawned on because they're "full". Add an indicator on their icon for when vehicles are "full" without having to click them!

  • Placing things inside elevators as the elevators are moving is broken. The thing will be placed, but invisible, and will have various wacky results...

Irish's walls will seem to still function properly even if invisible.

Boris's turrets seem to not work, however.

  • The game seems to only use 8 CPU threads?

  • The engine is supposedly limited to 16 CPU threads max?

I really don't see how 16 would be a legitimate limit. If you can go up to 16, surely you can go to at least 256, no?

And lastly,

  • There are severe intermittent lag spikes.

I don't know what they are - shader compilation? Global illumination? ""Animations""? I've had spikes while dying, while getting shot at, while ADSing, while running or driving around... The only consistent thing with them that I've noticed is that the physics of the bags on the LATV4 seem to reset every time I have a lag spike? Or, it could just be that the spikes took too long...

A very, very long lagfest of at least 5 seconds' worth of nonstop lagspikes is pretty much guaranteed when I launch the game and spawn in for the very first time, often resulting in my death shortly after if it was a match that's already in progress.

These spikes are severe and seem to be mainly CPU spikes according to the game's own profiler. I've had spikes of up to 200ms, or more! I'm running Windows 10 10.0.19043 Build 19043, a 3700x CPU, 48GB of RAM (XMP is off however), an RX 480, and BF2042 is on an SSD.

...

Some nice-to-have bigger additions I'd like are more cover on maps, especially certain points like the village on hourglass, more destruction, enforcing the existing classes operators have set for what gadgets they can use and/or the option to forego the operator's own gadget in place of a 2nd regular class-restricted gadget (e.g. RPG+repair tool) (or, let us play as "regular" AI soldiers that can pick 2 "regular" gadgets?), the option to make operators shut up, new operator voice lines for end of round that are more in line with the game's tone, at least some vehicles' wrecks permanently remaining on the map after you blow them up and permanently smoking/burning, to add atmosphere and cover as the match goes on, more customization options that would be fit for actual soldiers, custom emblems that are present on a victim's killcam, your soldier's body AND on your gun itself, possibly visible in first person... IDK. That's a lot of feedback.

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