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37 Replies
- Zhukov2114 years agoSeasoned Ace
Conquest 128. A step in the right direction however I do have concerns.
B1 and B2 are really really great! I also like the construction equipment, Hescos and other fighting positions added between some objectives. Some nice cover added to interior spaces as well!
Also I could be mistaken but it seems a few quad runners were added to some objectives. This is good stuff!
As far as built up structures like we see on B1 and B2, why wasnât something something similar with C1, E1 and E2? The capture zone on all 3 seem for the most part unchanged. The respawn areas on all 3 are notoriously open and lead to many an instant death when spawning in.
C1 was probably one of the worst objectives on Kaleidoscope and itâs still a fish in the barrel type objective where those contesting the objective can be easily picked off from far outside of the capture zone. Especially from the nearby rooftop of skyscraper A2.
Isnât the goal to force defenders to actually PTFO instead of being able to guard objectives from rooftops 300 yards away due to the lack of cover inside objective capture zones? Thatâs objective C1 in a nutshell.
It appears that we still spawn into open fields and in the middle of open streets at E1 and E2. So spawn camping deaths will unfortunately continue.
Still no presence if below ground cover such as bomb craters or hasty trenches and still no tank or aircraft wrecks.
Some really good cover improvements overall but still room for improvement.
- RMEChief4 years agoLegend@Zhukov211 So they didn't move the objectives for the traversal and map flow changes they talked about in the Core Feedback? I thought C1 was on the chopping block?
- Zhukov2114 years agoSeasoned Ace
@AdamonicG1 was moved to inside of one of the nearby skyscrapers to the bottom floor, thankfully.
The âtwin towersâ rooftops F1 and F2 are now just one rooftop objective with the second being the bottom floor. Similar to A1 and A2.Some nice cover added inside the buildings so thatâs a plus!
Good step in right direction. Still doesn't feel 100% there aesthetically
Also F2 is completely pointless. They gutted the entire top of the sky scraper. Just remove that objective or make it so you can zipline from the lower skyscrapers from the bay side. So much unused potential for flow.
- WedgeTornado4 years agoSeasoned Veteran
Can we get War torn buildings with Craters in the ground? Buildings on fire, partially destroyed?
How about battles ongoing in the background like BF4 had in Firestorm, ect.
- RMEChief4 years agoLegend
Adding some burnt out cars with smoke coming out would be a simple add that would add some cover and break LOS.
- @WedgeTornado Yeah I agree everything is way to clinical and pristine for war zone.
- Straatford874 years ago
DICE Team
@WedgeTornado wrote:
Can we get War torn buildings with Craters in the ground? Buildings on fire, partially destroyed?
How about battles ongoing in the background like BF4 had in Firestorm, ect.
What you've seen today in the Kaleidoscope rework is our intended design for how we want to update our maps to make you feel the war has progressed.
We've already shown some examples on what we're doing for Renewal as well, and Orbital and Manifest are the two maps to follow after that. Thanks in the meantime for your feedback!
- edgecrusherO04 years agoSeasoned Ace@Straatford87 Any chance of delaying Orbital and/or Manifest - both of which are at least pretty good - and prioritizing Hourglass instead? Hourglass is an absolute nightmare of a mess of a map, especially on breakthrough.
There are quite a few very significant changes to the NEW Kaleidoscope map than some people seem not to have noticed.
I set up a dedicated Portal server to have a bit of a run around and there are quite a few things that haven't been detailed that make a significant change to the gameplay on this map.
Firstly there are the things we have been told about.
- Changes to the location of the "B" flag.
- New F.O.B. at the "B" flag point.
- Changes to the location of the "D" flag.
- Changes to the location of the "F" flag.
- Changes to the location of the "G" flag.
- Lots of new cover around the map.
There are heaps of other changes that are very positive and I can't for the life of me figure out why they haven't been included in the changelog for this map so that the dev's who worked on it can get some credit for what is truly a very good upgrade to this map.
These are taken from the Conquest Large 128 player map version on PS5.
(waiting for Youtube to process some of the videos. Will insert them as they are available).
edit : whoops, just noticed I uploaded the large files first, should have done the little ones first, might take a while.
I've included a few videos of each area so you can take a look at each individual zone.
There's also a couple of longer vids that I used to edit the smaller ones out of that I've slotted in towards the end.
1) many of the flag capture zones (the radius) have been increased to include a sizeable area outside the original capture zones.
This makes almost almost all of the flag areas far better to fight over as you have more cover, more area and more options.
2) The "A1" flag radius has been greatly enlarged. It now includes a large area around the outside of the ground floor with far more cover and more options for gameplay.
Battlefield 2042 - NEW Kaleidoscope map - "A" flag - YouTube
3) The "B" flags have been completely redone. The capture zones are larger. There's the new FOB (B1). The circular walls around the gazebo on B2 have been lowered to become cover rather than an obstruction. The terrain has far more elevation changes thus providing more cover.
Pity it's a "gimme" flag point as something like this in the centre of the map would have been ideal.
Battlefield 2042 - NEW Kaleidoscope map - traversal and "B" flags - YouTube
4) The "C" flag radius has also been enlarged slightly to now allow you to take cover outside the surrounding walls whilst still inside the capture radius. You now no longer have to completely expose yourself to capture this flag.
Battlefield 2042 - NEW Kaleidoscope map - "C" flag - YouTube
5) The "D" flag has been moved from the lower floor to the middle floor of the central building and has a much larger radius.
Battlefield 2042 - NEW Kaleidoscope map - traversal and "D" flag - YouTube
Battlefield 2042 - NEW Kaleidoscope map - "D" flag and traversal to "B" - YouTube
6) The "E" flags got a MAJOR overhaul. The flags capture zones are FAR larger than before and provide way more cover opportunities.
The transit area from E1 to E2 has had cover provided also. This is a huge improvement to this area.
Battlefield 2042 - NEW Kaleidoscope map - traversal and "E" flags - YouTube
7) The "F1" flag has been moved from the rooftop to the ground. It covers both the ground floor and the second floor balcony at the base of the "F" tower.
The upper flag (F2) has had some minor cover installed.
Battlefield 2042 - NEW Kaleidoscope map - traversal and "F" flags - YouTube
8) The "G" flag has been moved from the area between the towers to the ground floor of the old "F1" tower. It is now very close to the new F1 ground floor flag and this area is going to become a major conflict area. Three flags close together with heaps of cover from aircraft.
Battlefield 2042 - NEW Kaleidoscope map - traversal and "G" flag - YouTube
Will insert the vids as they become available.
Long videos below.....
Battlefield 2042 - NEW Kaleidoscope changes are more significant than most have noticed. - YouTube
Battlefield 2042 - NEW Kaleidoscope map changes are far more significant - YouTube
Battlefield 2042 - New Kaleidoscope map (long detailed look at changes) - YouTube
The anti-aircraft vehicle actually has missiles that are useful now too.
With the improved 30mm cannon and the longer range on the SAM's you should be able to have a far better chance of dealing with the stealth helicopters.
The transports are going to need to be very good with the cannons if they want to have a go at you too.
Jets will be toast if they don't run far away.
Battlefield 2042 - Anti Aircraft vehicle actually has missiles that are useful now - YouTube
Kap.
- SCUBASTEVE1204 years agoSeasoned Ace@Straatford87 Confirmed info right here thank you I was wondering what was after renewal. But I think you guys may want to prioritize hourglass. That map has potential. Plus manifest is pretty good already
Have inserted most of the videos now.
Just waiting on the G flag clip.
Kap.
- RMEChief4 years agoLegend@Straatford87 thanks, I gave you XP.
Is Hourglass off the board because it needs too much work, while the others like Orbital and Manifest are pretty good right now and only would take minor changes to make them better? It wouldn't take a whole lot of effort to transform Hourglas into a pretty decent ground forces only map (no aircraft at all).
Remove the rooftop objective and throw in a bunch of armoured vehicles.
Kap.
- RMEChief4 years agoLegend@Kaptyn027 Impressive work. I have queued up 10 times today. ZERO Kaleidoscopes! Gotta love MM. DICE really showcasing their great work.
I know we are going to an Exposure/Kaleidoscope 24/7 soon, but they really miss out on these initial days of new interest by killing the hype. Why wait? Make it a game mode on update day. - @Adamonic
Yeah....I sat queued at 3/128 for as long as it would let me before it kicked me out.
Figured the only way I was going to see it was portal.
Going to set up another Portal Server (default everything, Conquest 128) AUS tomorrow (Wed) and see if we can get it populated if I keep it running long enough.
Kap. - RMEChief4 years agoLegend
@Kaptyn027good idea to get in there, I will have to do the same to check it out in person (which is quite disappointing).
But great work either way! They need to pin posts like yours. - RMEChief4 years agoLegend@Kaptyn027 Hourglass needs the most work in Conquest 128 between C1 and A sector, C1 and E sector, and D1 to E sector. It is a barren wasteland. They would need to add more of the destructible buildings that are around D1 all up and down the routes.
In Conquest small it is even worse because half the map is the barren area now between B sector and A1 and C1.
For Breakthrough, they really should use the stadium as the first sector with an objective in the stadium and an objective outside the stadium, then move to the arch and B1 as the second sector, then to the final sector in the city. However, between the second sector and final sector, there has to be more cover. - RMEChief4 years agoLegend
@Straatford87 please relook the location of the objective at the Data Center.
Now that it is moved to the 2nd level, the main routing is funneled to the two doorways from the outside because the stairwells are a death trap.
Previously, on the lowest level, you had 2 doorways, and the mid-level doorway that opened up to two balconies overlooking the objective area. You lose some of that vertical gameplay now on the 2nd floor because it has a hard ceiling and floor with no internal balconies. Also, on the objective, you no longer have the pedestals and element of darkness. Just something to consider.Can you at least extend the objective area a little more outside of the doorways so there are some vertical fighting options there?
Thanks!
@Adamonic wrote:
@Kaptyn027Impressive work. I have queued up 10 times today. ZERO Kaleidoscopes! Gotta love MM. DICE really showcasing their great work.
I know we are going to an Exposure/Kaleidoscope 24/7 soon, but they really miss out on these initial days of new interest by killing the hype. Why wait? Make it a game mode on update day.
@Adamonic wrote:
@Kaptyn027Impressive work. I have queued up 10 times today. ZERO Kaleidoscopes! Gotta love MM. DICE really showcasing their great work.
I know we are going to an Exposure/Kaleidoscope 24/7 soon, but they really miss out on these initial days of new interest by killing the hype. Why wait? Make it a game mode on update day.Me too, I tried so many times then gave up, very frustrating to say the least as I really want to try out the reworked version.
- JOGAGATYA4 years agoSeasoned Ace
They removed the C flag from the top of the building. I am very sad. That was the highlight of the map for me (PS4).
Many thanks to a player called "NaTaDeCoccO" in AUS/NZ for continuously hosting a Kaleidoscope Conquest Large server on Portal ever since the map update.
At the moment he/she is not even playing but has left the server live so that others may enjoy the new map.
Just finished a live round with an almost completely full server.
Thank again for hosting.
Kap.
- RMEChief4 years agoLegend
@Adamonic wrote:@Straatford87 please relook the location of the objective at the Data Center.
Now that it is moved to the 2nd level, the main routing is funneled to the two doorways from the outside because the stairwells are a death trap.
Previously, on the lowest level, you had 2 doorways, and the mid-level doorway that opened up to two balconies overlooking the objective area. You lose some of that vertical gameplay now on the 2nd floor because it has a hard ceiling and floor with no internal balconies. Also, on the objective, you no longer have the pedestals and element of darkness. Just something to consider.Can you at least extend the objective area a little more outside of the doorways so there are some vertical fighting options there?
Thanks!
I have now played the updated Kaleidoscope map a few times in Breakthrough, and you really need to relook B sector (the data center) objective area like I said above.
The new objective area is way more defensible than the ground floor area and the objective area is pretty much completely immune to aircraft and vehicles now.
With a few Irish, it is virtually impossible to win that sector as an attacker unless you have a terrible defender team all fighting off the objective.
My recommendation: slightly extend the objective area border outside of the two doorways further. On one side the area goes out a little further than the other. I would extend both so the attackers can get a foothold somewhere outside by the staircases.
- ABC-Warrior-real4 years agoSeasoned Veteran
I like the updated map, a shame it's hampered by the match making so you have no way to search for games running it.
As for Orbital, no need to change it, but I'd love to see the original breakthrough layout reintroduced, where there are 2 capture points at the start
- edgecrusherO04 years agoSeasoned Ace
@ABC-Warrior-real wrote:As for Orbital, no need to change it
Sure there is, so they can make minor changes to maps that aren't really a problem and to brag about how many map reworks they've done. Because to actually target the other problem maps like Hourglass would take them a long time and slow down the rate of map updates - by their own admission.
It's all about the smoke and mirrors, all about how they can position things to be as positive as possible regardless of the actual impact on the game experience.
What sounds better?
"We've updated two maps this season, enjoy!"
or
"We're still working on updating a single map, no updated map this season. This one is a doozey and is taking a lot of time."
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