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Re: 20 Hz STR, 64 players and hybrid maps issues

Well, I wrote a lot about vehicles balance, I just want to show DICE that I presented reasons to review:

64 vs 128 players maps design choices

How classes changed vehicle presence

Why vehicles need to have more defined roles (changing repairs won't cut it)

How hybrid maps don't work well for both 128 and 64 players. Too crowded and too empty. These maps could be fixed by removing the first two flags on each side on the 64 p version, and the vehicle rebalance would fix the excessive chaos on 128 p version.

Vehicle presence must be toned down again.

@Straatford87 Could you, please, bring these topics to your next development round table?  

2 Replies

  • RMEChief's avatar
    RMEChief
    Legend
    3 years ago
    @A-RAF2019 the map problem is an interesting one. They can easily change the number of objectives, sectors, and reshape some boundaries to make the maps play better based on the player count.

  • RAF2042's avatar
    RAF2042
    Rising Ace
    3 years ago

    @EA_Atic 

    Despite the broken Ingrish and long sentences, can someone, please, give me a nod? 

    Just toss in the balance discussion the wildcat range in 64 p maps (in Kaleidoscope it won't matter), 64 p in general, and hybrid maps, 20 Hz and vehicle balance, vehicle role and overall vehicle presence, which feels very different after classes. Just a few lines in the whiteboard. 

    Some solutions are really simple and won't take more than a man before it is tested, and there you go, you got something to do for Season 5 (or after that) to keep the game alive and refreshed.

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