Forum Discussion
@WinterbornGuardUsing the OP's specific example of Hourglass as an example, there is plenty of cover in the villages until it is destroyed.
Do you want more destroyable cover or cover that can't be destroyed?
Hourglass is also not exactly flat is it? The dunes often offer plenty of cover hiding you from many sight lines. To suggest that all sectors on Hourglass have uninhibited sightlines across all of them is rediculous.
- WinterbornGuard4 years agoNot applicable@Trokey66 literally the skyscrapers/cranes/arches all give snipers unlimited view of all captures zones except A2 and A3 . Also with one tank there is a dune sort of in the middle where you can see B1, D1, and C1 (and maybe even part of A1) capture zones from a single spot. and yes the exsiting cover is insufficient and is literally the same single story building just copy pasted across 3 of the capture points. They couldn't even be bothered to make the existing destructible cover more dynamic. Some of them could be 2 or 3 story buildings for starters and would instantly make the map play better with just that change alone.
- Trokey664 years agoSeasoned Ace@WinterbornGuard So as you yourself have clearly stated, you don't have uninhibited sightlines of all sectors from everywhere which was you onitial claim.
Also, the fact that these buildings are 'copy and paste' is irrelevant, they exist.- WinterbornGuard4 years agoNot applicable
@Trokey66the fact a sniper can see from one corner of the map to another in any capacity is poor design choice. There can be lanes where that kind of sight line is possible but not a panoramic view of 80% of the map... also.. "the fact that these buildings are 'copy and paste' is irrelevant, they exist." Quality matters. If I make two batches of brownies one is made with intent and attention to detail and the other I just threw the sh*t together with no regard which do you think will be a better experience? "At least they exist at the lowest possible level" is not an argument, its confirmation that the map design rushed and flawed... Tom Henderson has posted statements from devs talking specifically about the maps and how they were made for looks and then handed to level designers to attempt to make playable. Which is why hourglass can be both pretty and then also have blank placeholder destructible buildings thrown on top as an afterthought.
- XD-DAWG114 years agoNot applicable@Trokey66 The little village is literally the only actually destructible part of hourglass. Not the best example to try and invalidate others’ criticism. The rest of it is almost entirely static and empty. Sand dunes in a massive empty desert isn’t great or interesting map design. They’re literally just bumps you have to run up and down constantly towards the objective. It’s good for you that you like the game and support EA. But many of us don’t and are fed up with EA’s laziness.
- Tank2042Man4 years agoNot applicable
@XD-DAWG11 wrote:
@Trokey66The little village is literally the only actually destructible part of hourglass. Not the best example to try and invalidate others’ criticism. The rest of it is almost entirely static and empty. Sand dunes in a massive empty desert isn’t great or interesting map design. They’re literally just bumps you have to run up and down constantly towards the objective. It’s good for you that you like the game and support EA. But many of us don’t and are fed up with EA’s laziness.That little village on 64 player produces some of the best cap and defend gameplay in 2042.
If you are strategic you get from A to C and vice versa by using the road between both flags or you can be dumb and just run across the desert in a straight line and then complain about wide open spaces.
And the lazy comment. Seriously?
Have you seen the insane detail on all of the maps. The delusion with you guys is seriously off the charts.
- Trokey664 years agoSeasoned Ace
@XD-DAWG11And?
Many maps in BF's history have large open areas devoid of 'detail' as you put it. And let's not forget, many BFV maps were hated on because of to much detail! - JediMastaWyn4 years agoSeasoned Ace
What we need is a large Battlefield Bad Company OASIS, Battlefield 3 KARKAND style map, Fully destructible towns. There's enough material that it won't be completely flattened by the end of the round but enough that there will be a change in the map.
Bad Company got it right. BF2042 is not even close. It's destruction light imo..
- TheCompton734 years agoNot applicable
@Trokey66 wrote:@WinterbornGuardUsing the OP's specific example of Hourglass as an example, there is plenty of cover in the villages until it is destroyed.
Do you want more destroyable cover or cover that can't be destroyed?
Hourglass is also not exactly flat is it? The dunes often offer plenty of cover hiding you from many sight lines. To suggest that all sectors on Hourglass have uninhibited sightlines across all of them is rediculous.
Have you not played BF4 or even the BF3 maps in portal? There are plenty of examples of buildings that can be destroyed which leave behind rubble that still serves as decent cover from most angles for infantry. But on Hourglass you can drive vehicles through them destroying 90% of the building and leaving infantry exposed from nearly every angle.
How can you bring up destroyable cover vs non-destroyable cover and not get that it's the very heart of the issue?. Just about every building should be able to be destroyed from a structural standpoint while leaving enough debris behind to still provide a semblance of cover, no matter how degraded.
And as far as your argument about sight lines: Most of the capture points and the routes between them are easily overseen by snipers nesting on top of the high rise buildings that give them an unobstructed view to 80% of the map. Getting hit at 1000m by a camper with a DXR is common on hourglass.