No More Spread Nerf
Before entering, the choice of words in the title apologizes for being radical.
I love this game so much that I wanted to tell you about the direction of the patch in this long sentence.
It would be nice if you could consider that the sentence could be weird because I used a translator.
First of all, there were many good things about this patch.
However, I didn't like the small parts, such as the distance cannot be marked from more than 50m even if I pinged, or the collapse of the gun balance caused by the spread, to the large parts the most.
Now I'm going to say them
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Hourglass rework and railgun tank, vehicle ticket limit/add
Since I said above that the hourglass rework went well, the parts I want to say are railgun tank and vehicle limit.
The railgun tank is a problem on most maps as well as Hourglass. This is maximized in a sandglass where the bases of both teams are close,
Due to the short distance of each base, it is possible to destroy the opponent's vehicle even if the railgun tank does not move much, and depending on the seat, it is possible to spawn kill.
Gunship has no time to spwan and react (there's no other way but to die if condor) and most of them camp out of the base throughout the game.
Other vehicle balance take the form of rock-paper-scissors, but railgun tank can counter everything, and it is a problem that has not been greatly adjusted since the release of season 3.
They have to adjust or collect points like Control so that you can pick them.
Also, I want to talk about vehicle ticket limit/add. I am not negative about this at all. Rather, it would be nice if you actively do vehicle limit/add.
Based on 128 conquest, large maps such as Breakaway, Manifest, and Exposure should have a more vehicle like the current 128 player request Hourglass, and small maps such as Reclaimed and Stranded should have a few vehicle to induce infantry focus maps.
2.vault weapon's attachment balance
Some guns received a lot of attachment and some received less. When I saw the attachment focused only on AKS's sights, I laughed in vain.
Dice's bad habit is trying to balance gun with attachments. They trying to balance Pistol with no sights and lasers.
The funny thing is that even if you give an attachment without it, there is little change. Like Rex can't beat Eagle by giving a sight.
In addition, there are complaints such as the fact that there is no modeling change in the extended magazine, and that there is no addition of any bullets to the gun that already has the extended magazine.
3. Gunplay
That's why I started writing this. Adjusted the spread of Smg and Lmg in this 5.2 patch. SMG is fine but the problem is LMG.
There would have been many options for changing the spread of LMG. Like BF1, the more you shoot, the less carbon spread, or increase the spread but strengthen the engineer's class availability. But....
"DICE chose the worst!"
It's just a random increase in the spread.
In 2042, the balance between the two is very important because Gunplay has a heterogeneous appearance of recoil + spread.
Here, DICE recklessly increased the proportion of spreads. I don't know LCMG, RPT, M60, M240 that have close range 4HK (which doesn't mean I want all of LMG to be increased to 4HK) but other guns have been hit nerf head on.
"Isn't there a Bipod?" Even with Bipod, if you do a little full auto, you can see a spread that is almost like spraying a sprayer. Have you ever shot a PKP against a wall for a second? It will be amazing.
DICE submitted an easy answer sheet to solve the problem of too long an engagement distance by recklessly increasing the spread.
In Gunplay, spreads need to be at a level that I can control, but the spread of changed Lmg is almost out of control.
Almost like a DMR, you have to shoot it one by one to hit the enemy properly, but to put it bluntly, my fingers hurt. I think they totally broke the gunplay of LMG.
DICE has several options here.
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The more you shoot, the more you borrow the form of BF1, which becomes the minimum spread from the maximum spread.
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Like BF5, using a bipod allows the gun to go out as desired.
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Instead of changing the spread back, it adjusts the distant damage.
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Strengthen the capability of the engineer so that it can produce pre-change firepower only in the combination of engineer + Lmg.
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The current LMG is further subdivided into LMG and GPMG, making the playstyle different even within LMG, such as LMG like ar with a lot of ammunition, and GPMG gives the enemy an overpowering effect to float spots.
This is my personal solution, but others will have more opinions. Please accept their opinion.
DICE is afraid to touch BTK. Probably because of BF5's experience. But people be displeased with "How many shots do I have to shoot?" As much as "Why doesn't this fit the enemy?".
Also, please don't apply patches in batches. The balance varies from gun to gun, but it is very lazy behaviors to apply patches to guns in a lump.
Finally, solving all problems with nerf is not a good solution.
I was also aware that the engagement distance of 2042 before 5.0 patches was too long,
but it resulted from a combination of complex reasons such as the size/structure of the 2042 map, fast movement speed, and search.
"Is the distance too long? We can increase the spread!" approach has clear limits and halves the game's fun.
Spit out long words but I also love this game so much. To the point of playing 1000hrs. I hope it was a good feedback.
I hope to continue to show 2042's improvement.
Thank you, DICE.
I don't like the spread changes.
I'd rather get beamed from 100m away than have my bullets literally curve away from targets despite the fact my sights are flawlessly tracking them.
I'm in the same boat. Fully understand how the gunplay works in all Battlefield games and I even like the BF1 gunplay but this game has all sorts of weird engagement ranges which makes any changes to the gunplay feel awful. It needs to be beamy and almost any gun has to reach far because of the terrible maps.
The gunplay is the last thing they should care about. There's so many more issues that they aren't touching. Just revert the gunplay changes and forget about it.
Totaly agree about LMGs, They should be more accurate than assault rifles, especially with the bipod at the cost of lower mobility. Instead I can shoot more accurately with the AK-24 while standing than the LCMG while prone with the bipod. As of right now there is very little reason to use LMGs as the only advantage is higher ammo capacity.
They should have just left them how they were. They were not OP despite being more accurate because it was offset by the slower ADS time after sprinting and slower movements speed while aiming so you can not play too aggressively. The gun play felt as balanced as it could be in the last patch. No one was complaining that LMGs were OP but Dice decided to drop a nerf that no one wanted.
Many players have expressed frustration with the serial spread nerfs
[Edit: All caps removed from title - ElliotLH]