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Re: Key Takeaway from Dev Briefing

@CloverDeuce Honestly, giving Breakthrough maps more than one layout - something semi-reversable, would potentially be huge for those maps. Like, Breakthrough on Hourglass but you start in the city area and work towards the stadium as the final capture point.

My only concern would be how long it would take DICE to make the "reverse" layouts given how long it seems to take them to build new maps or update existing maps.

5 Replies

  • RMEChief's avatar
    RMEChief
    Legend
    4 years ago
    @edgecrusherO0 moving objectives could be done in hours, but you didn't hear that from me, and this is only my opinion, and not a fact.
  • edgecrusherO0's avatar
    edgecrusherO0
    Seasoned Ace
    4 years ago
    @Adamonic Should be doable, plus playtesting, yeah. But it seems that even with the update to Frostbite, the tools are likely just as difficult to work with as all the reports on Frostbite over the years.
  • PapaDrach's avatar
    PapaDrach
    4 years ago
    @edgecrusherO0 That's What i've been saying too, but for all modes. They could easily slice and dice each map into sections and create multiple versions for one map for x,y,z game modes that can rotate version 1,2, or 3 in a single playlist. Not that difficult
  • edgecrusherO0's avatar
    edgecrusherO0
    Seasoned Ace
    4 years ago
    @PapaDrach Well, right now they seem like they want to support 4 modes in AOW at a time, split between CQ/BT, and don't have the UI set up to allow for more gameplay options (and likely won't so they can keep modes populated for now). But at least having variations of the map in the rotations would be a huge help for BT given that we can't play 128p mode at all anymore.

    Which I'm still salty about as that mode was about 90% of why I bought this damned game.
  • RMEChief's avatar
    RMEChief
    Legend
    4 years ago
    @edgecrusherO0 BT128 was fun and my primary game mode. Conquest in BF2042 is boring. For Conquest 128, they have to see that half the team is circling the map capping points while the enemy team is doing the same thing on the other side. Then both large groups rotate rarely interacting. There are a few skirmishes when a point is being taken or lost, but that is it. Breakthrough forces those interactions.

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