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@UP_Hawxxeye wrote:@Tank2042ManI started using the AT missiles since yesterday after a wildcat wrecked my vehicle with them from a really long distance.
Not only they are accurate at long distance, they can oneshot small to medium helis (with soflam). They are actually the opposite in that they are inaccurate when used at really close range.So right now I am running the wildcat with the 57mm + AT rockets. If the team uses the soflam, the enemy vehicles are in a real trouble.
Ok well let us know how you go. I'll see if I can upgrade one over the weekend.
@Tank2042Man wrote:
@UP_Hawxxeye wrote:@Tank2042ManI started using the AT missiles since yesterday after a wildcat wrecked my vehicle with them from a really long distance.
Not only they are accurate at long distance, they can oneshot small to medium helis (with soflam). They are actually the opposite in that they are inaccurate when used at really close range.So right now I am running the wildcat with the 57mm + AT rockets. If the team uses the soflam, the enemy vehicles are in a real trouble.
Ok well let us know how you go. I'll see if I can upgrade one over the weekend.
The problem usually ends up being that the team of random mooks do not soflam as often as they should so it is not that easy to experience the full potential of the wildcat with that build.
There is also the issue with the C5 drones deleting you and DICE's "genius" vehicle spawn punishment ensuring one will not be able to get a new vehicle anytime soon which kills my desire to use vehicles...
- 4 years ago
I'd like to re-rail this topic since it started to go the way of being a wildcat thread lol, another current issue with all the cannons currently is the reload time. I haven't timed it exactly but it is roughly between 4.5 - 5 seconds which coupled with a slow turret, leaves a lot of deadspace and time for the less than stellar damage to be dealt with your main cannon and makes fighting other vehicles rather clunky, or repelling infantry swarms much harder than it needs to be. The ammo count of 5 is also an issue, most times you are able to space out your shots enough to allow the 'magic shell' to replenish, but if you are in a high pressure zone, you will quickly find that you do indeed run out of shells rather quickly. if you are engaged with more then 1 threat that requires 2+ shells to kill in "rapid" session you will be run dry. With a "magazine size" of 5 this seems to imply a sort of revolver type system or loading mechanism, which can also be built upon for the different cannon systems.
- It can be implied that both vehicles are auto loaded, so building on this automated system, you can unlock several options to improve upon these capabilities in the form of "magazine size" increase, or storage in general, at the expense of not having unlimited ammo, thus having to rely on a resupply.
- Hardened loaders and fire mechanisms to counter EMP's (since being defenseless is a very fair and well thought out mechanic).
- Overclocking your reload mechanism to reduce reload time at the risk of overheating/accuracy loss -I don't know just throwing out ideas-
- A simple QOL option, A RANGE FINDER that is actually accurate outside of having to spot something mobile, and updates as you are aimed in on your target.
- Different optics, I find it odd that in the year 2042 suddenly tanks and other vehicles have lost the ability to see in different modes besides zooming with all the weather effects, and particles .
- Different cannons can also have different maximum angles, depending on the role they are filling, example being a more close quarter type system might get higher angles due to threats from building campers, or even the opposite, instead of cannon elevation, they get turret speed, to deal with close quarter encounters at the expense of lower elevation. Maps like Manifest are glaring examples of not being able to function in tight spaces and have an impact, especially when most of that map is not destructible.
I'm mostly trying to think of ways to "spice up" the tank arsenal, and not just leave it as "1 cannon = 1 shell typed" thus making it a predictable one trick pony. Multiple different munition types per cannon would be nice, building on the mechanics in general in terms of handling, loading, capacity, etc would also be nice. There are simply so many things just on THIS subject alone that could be done to make things so much less stale. And with how quick moving most targets are, the downtime of the current reload, the turret traverse sluggishness, and the damage profiles against most other vehicles leaves a lot of room for things to escape easily, and the punishment for missing is way above any other platform. Also to nail this home further, if you manage to hit a transport heli, it takes 3-4 shells to take it from 100 to 0, what pilot is going to sit there, for (if it's a 5 second reload time) up to 20 seconds while you shell them, IF you hit every shot. There also seems to be a deadspot on some of the attack helicopters, near the top where the engine for the main rotor is, and directly at the belly, these have been my most consistent "non registering" impacts, and I feel so robbed every time I see the explosion of my shell impact (and apparently it pushes the helicopter as well from the impact) and they just get to fly off, or worse, circle back and start pounding you.
Also am I the only one that finds it odd that the jeep and hovercraft take more then 1 shell to take out? (shell hit + machine gun fire)
ANYWAYS mild rant section done, those are some small concepts, my brain is slightly fried so sorry for the rambling!
- 4 years ago
Well it's clear that Dice have gone for a more simplified approach to vehicle upgrade options. I really don't think that's going to change in 2042.
However I prefer that ATVs, Boltes and hovercraft need at least 2 shells to destroy.
I thought it was a cheap multi kill in V one shotting Jeeps. At least give them a chance to escape before you blow their transport up with the second hit.
- 4 years ago@Tank2042Man Fair enough with the jeep n transport stuff, honestly. With how crazy some of this stuff is, I can settle for that. Not so much the transport helo.
As for simplified mechanics, if they wanted simple and beneficial they could do things like give the thermal sights back, an upgraded loader option, a higher ammo capacity, a new engine, I dont know just random examples of quick easy simple upgrades that would improve QOL. But instead we get, 3 smoke launchers that don't work properly or poorly, and 2 cannons which are downgrades and push the platform further away from its supposed role. - UP_Hawxxeye4 years agoLegend
The visual of the blast is vaster than the actual blast for the base shells for the MBT
- 4 years ago@UP_Hawxxeye Which is unnecessarily misleading, why as a tank is your only option currently to get hit and not be able to properly retaliate? To nail this issue even further, the only defensive unlock is the component repair, and 2 types of smoke, none of which do their job currently and can be negated so your only option currently as a tank it to get hit which it can hardly stand, ontop of needing to factor in 7 times more things compared to any infantry or other weapons platform simply to try and preform on a similar level. The throw distance alone for C5 is ridiculously far, seeing people throw it like a disk while they try and chase you, and splash damage of C5 very large and forgiving for the use. Having a vehicle that is this slow and cumbersome with the amount of things that can damage/destroy a tank is simply poor design.
- 4 years ago@Anti-Tank-Killer They've increased C5 spam to a level never seen in any previous BF games yet we still have the elevated turret when aiming from the rear of the tank meaning we cannot target the C5 guy running at us from behind.
I think they introduced the elevated turret when aiming behind the tank in BF4 to help infantry but now with 2042s C5 tank killing meta it's time to remove that restriction.
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