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The spawning on top of each other with 128 players is bad for everyone not just tanks.(Less of an issue in the 64 player versions) It's a team game and most people ignore team play. Want more protection find some friends for a squad that will stick with you. Maybe if they make squads bigger and add voip this will be less of an issue? If you're running in to a enemey held point basically by yourself then you deserve to get swarmed. A vehicle having to run when met with a high number of infantry makes perfect sense.
They are poorly designed open maps <- also bad for everyone and the reason vehicle weapons have to be balanced against 1-2 hit kills. No one wants to be sniped by a vehicle in one shot with almost no falloff. Generally no one has cover and that's probably the worst part that needs to be resolved for balancing across the board.
Emp effects don't last long if you move out of their tiny radius. Rao is the least used specialist in the game because hacking takes longer than the effects last and is broken by any object in the way(small shrub/thin light pole/squad mate that just spawned on you). Want mitigation? Then it should flash a warning like lock ons so you can try to run away before it's complete.
Take away: The whole game/maps and all need a balance/quality review.
- UP_Hawxxeye4 years agoLegend
@SnubbyFighteractually vehicles still have weak points in a sense.
Parts damage on the rights places makes them slower (engine), immobilizes them (tracks) and makes them turn their turret as slow as a soldier crawling on prone. - 4 years ago@SnubbyFighter Vehicles have weak points in the form of damaged components. I.E Tracks, turret, engine. All which greatly reduce effectiveness and mobility. So that statement isn't correct. Currently it costs an infantrymen nothing to add an AT option to their loadout as most of your kit is still intact. And with the force projection of spawning and swapping your equipment the extra protection is very much needed. Right now it takes 4 rockets from the launcher to kill a tank, each individual carries 3. What you seem to be mentioning here is the difficulty to 1v1 an armored vehicle, which yes, that should be very hard and discouraged. Not only is it harder to kill infantry with a tank, with the factor of : 1- If you miss with a main cannon you have to reload and often times unless you were firing at someone AFK they've already ducked behind cover. 2- Weapons overheat. 3- Slow turret traverse and tracking vs a very quick moving small target. 4- Dealing with terrain and angle of cannon.gunner stations. All in which you do not have to deal with as infantry. Simply put, if a tank cant splash you from where you are under cover, unless it repositions to come and get you, you are generally safe and able to fire at said tank without much fear with the state of the coax and the weapons stations.
As for your second point. It's very well known the spawn in isn't ideal for more then just tanks, but this is a thread and subject about tanks, there are plenty of other threads for other aspects of the game. But on this note, if my enemy is not equip to deal with me, and I kill 3/4 of their squad, and I play perfectly, I am still punished in the form of all those dead squadmates will respawn with rocket launchers or C5. No one said anything about running into tight quarters alone, behavior like that should be punished in the form of a lost tank of course, that is one of their weaknesses. Also, yes I agree, meeting a high number of enemies should make anything run away, but the problem is just that, having no options to try and run away if you have 7 people spawn in and shoot rockets at you. Hence the APS or ERA to allow for a chance to make some sort of play.
Your 3rd point is odd, tank shells have a huge ark and drop off. Coupled with the reload time accuracy being questionable at times I'm not understanding this part? Snipers 1 shot kill constantly, are you saying a round thats supposed to go through material which is much stronger compared to human flesh should take more then 1 shot to kill from a 120mm cannon? If that's not what you're implying I'd like some clarification c:
And lastly, the emp or hack or w/e it is that causes weapons locking, that in itself is just not a good feature, no matter how small the radius is or how rare someone thinks it's used. Being unable to fire at someone disrupting your systems makes you defenseless. Imagine if being emp struck or hacked stopped your rifle from shooting.
Also flashing you mentioned isnt mitigation, thats a warning. Which we already have in the form of "incoming missile", the issue is being unable to do anything about this warning, there is no method to break locks effectively so you could have your whole screen light up with warnings and information, the result will still be the same with no options to mitigate the damage or avoid it.- 4 years ago
Also it seems long replies get flagged as spam on other replies, that is annoying.
- 4 years ago
What I would really like to see is a slight buff to the splash damage of the main shell. you need pinpoint accuracy to hit infantry and even then it isn't a guaranteed ohk
an option to change the rectile. the current one with the circle is so clumsy and it's hard to aim correctly at times.
Damage reduction depending from what angle and at which part of the armor you got hit. It's a good way to add a certain skill level to an tank fight, where it matters how you position your hull/chassis.
Faster bullet velocity on the MGs (I don't know if it's the hit registration, but it's hard to land your shots)
An upgrade choice like Zimmerkit that prevents the C5 from sticking, and some sort of jammer to disable nearby Drones.
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