@Icemangooo wrote:
@vash98mmwe had limited ammo in Battlefield V and it was more of an annoyance then anything and didn't do much for balancing tbh
I feel like if primarily vehicle players (of whom I count myself among) thought it was an annoyance then it was doing something for balance. This isn't directed to you specifically Iceman but some vehicle players think when they play MP that they should have a similar experience to Ace Combat single player where they are the center of attention. The reality is that this is an MP game so the supply mechanic is designed to A) reflect the need for vehicles to rearm and B) more importantly, provide infantry a breather from constant enemy bombardment. Yes, resupplying isn't the most exhilarating thing to do but it is necessary for optimal air ground balance and its thematically appropriate.
I maintain that one of the biggest reasons why the supply mechanic in BFV didn't have a better impact on ground/air balance is that early on some pilots complained about the 60 second replenishment time for bombs so they shortened that to 30 seconds which was too drastic a cut. 45 seconds would have been a lot more reasonable IMO.
it looks like auto resupply is here though although perhaps custom games will have an option of limited ammo (although I highly doubt this since it would likely require a lot of effort to implement both systems). Auto resupply, while not my favorite, is still workable if the get the replenishment times right. Auto Repair, OTH, is an ugly system bereft of value. Self repairing (the act of negating enemy or self inflicted damage), aside from quick repair upgrade, should be an act that requires you hold down the repair key and in doing so you lose mobility aside from flying straight.
I want to save my full dissertation for post July 22 when we'll likely have more info but just a quick point:
- Below radar (if it returns) should not cancel out the ability to lock onto aircraft but merely slow it down the lock time. Below radar should be used to buy a little time to break LOS - not to completely cancel out the ability of the enemy to lock on to you. This is critical to ensure that airborne AA homing missile weapons remain a viable solution and thus keep aircraft in check from both ground AND air. (A lot of discussion on keeping air in check tends to focus overly on ground vs air ignoring that other aircraft are an oft overlooked check against other aircraft)
- Instead of always doing mobility hits like in BF3/4, missiles should instead have critical hit rolls something like this:
70 - normal damage
10 - normal damage plus engine damage (slows craft down)
10 - normal damage plus flight control damage (difficult to steer craft)
5 - normal damage plus ejection seat disabled (death if aircraft is destroyed)
5 - 25% extra damage
This would be much fairer than the old system which gave you mobility hits 100% of the time on Stingers, heat seekers and PRM's
3. I hope infantry will be able to not only laze vehicles like they could in BF 3/4 but also laze ground areas so that the laser guided missiles can be used against infantry as well. It would be balanced because infantry move around a lot and the laser guide missiles aren't super fast so it would be primarily effective against stationery enemies and/or clumps of infantry. This would be a hand held device that players would use like binoculars. They would only have to keep the target area lazed until the missile was fired and then they could carry on.