Re: Battlefield Core Feedback - Maps - Feedback Thread
Hi everyone
First at all i would like to apologize for my english but i will try to my best for a better undestanding. Also i would like to thanks the oportunity you give us, the players, to participate on the game changes, I think the chance to cooperate (players and devs) is a nice starting point to solve the problems with the accidental start of Battlefield 2042.
Before continuing, I have to say i dont agree with the extreme hate the game has been taking since the start. This game needs changes, we all agree with that, but some feedback and reviews i saw about it has gone so far.
Now i will give my personal and honest opinion about the maps but im going to talk only about Breaktrough 128 players Mode unless stated otherwise:
- TRAVERSAL: In most of cases, i dont feel im running long distances between points or sectors. I will write about situations i feel it but I have to say during those short periods of time, the player is given a break from the intense fighting that has just occurred after taking a flag or sector and the goal will be to dodge a few snipers or stragglers to reach the next area.
Where I can say i feel those "Walking Simulator" moments are in certain areas of the following maps: Hourglass, Discarded, Orbital and Breakaway.
Hourglass: The 3 flags of the B sector are too separated each other so make it difficult for both team's infantry to reach one point from another.
After taking B sector, there is a long way for the infantry to reach the next fighting zone on the C sector. The respawn point for the attackers is also far away from the action.
Discarded: Attacker's Base is far away from both points in Sector A, i feel it fun to run over long distances without any cover trying to avoid enemy snipers and i would like to say sniper players deserve to have these moments where they can create a chaos or kill a lot of enemies but, definitely, the distance to travel that I mentioned at the beginning is excessive.
After taking A sector, i feel the same traveling to the B sector, an enormous distance as infantry.
Orbital: Huge walking distance between attacker's Base and both flags on the A sector.
Breakaway: After taking A sector, running to B sector become boring since there are not even enemy snipers to bring some fun.
- INTENSITY: One of the great successes in Battlefield 2042 are those 128 players combats. The experience of being completely surrounded by enemies and allies in complete chaos is unique and probably what any assault player wants to experience in the game.
The only things that ruins these close combat experiences between infantry are the large number of vehicles on the attacking side and the few covers that there are to defend against them, also I have to say never in the Battlefield Saga, vehicles has been as useless as they are now, after adding the specialists, it is very easy to destroy an enemy vehicle for the low damage they have in general. The problem is the amount of vehicles they have and the few covers.
In the 64 Players Breakthrough Mode the problem is solved since the number of vehicles is reduced but fights between 64 players are not as fun as 128 player fights, not even close.
- LINE OF SIGHT: Like I said before, I don't get the feeling that I don't have a chance against enemy snipers. It's easy to avoid them by "zigzagging", using smoke or if you add more covers or reduce the distances between targets.
- PATHS: As with line of sight, I have no problem with this. Paths to advance or regress to the next objective are more than evident, I understand that the most novice players will find it difficult to find a safer path but, by trial and error or following their teammates, they will find better ways to reach the objective.
- COVER: I am aware that there is currently no close quarter combat maps and I understand that there must be open maps where everyone can have fun, air pilots, tanks pilots, snipers etc, but we must not forget that most players play as assault infantry. On maps where there are few cover it might become disgusting to play as an assault players. A great example is sector B on Hourglass map, the vast majority of players concentrate on houses trying to avoid vehicles, snipers etc, the rest of the map is practically empty.
- Having said that, I would like to place special emphasis on the following issues:
Reducing or eliminating the 128 players Mode would be a huge mistake.
The problem with vehicles is not their attack power, it's the number of them and the little coverage there is.
I didnt say anything about Conquest mode since i always felt the "Walking Simulator" experience in all the maps so I didnt play it enough to share a solid opinion.
I hope my feedback might help you to, and step-by-step, we can improve our beloved Battlefield.
Regards!
- Miguel