Forum Discussion

Re: Vehicle Balance/Improvement proposal for update #4 (Final)

@rainkloud I'd like to add a bit to this! It seems like a good start to some aircraft and AA issues, but I'd like to provide some suggestions which are more fundamental towards the MBT, since this seems to be very jet and air issue heavy, with very mild touches on other vehicles and their interactions. Hopefully bringing both sides issues to light can make for a more constructive environment. Currently after talking with several people and trying to compile the issues most tankers currently face but it has been hard to get everything in one place and hopefully that will either change, or someone else can also add to the proposals and idea pool.

I am going to leave a link to the 2 week old forum post I made where several of us discussed issues on the current state of the MBT.

https://answers.ea.com/t5/General-Discussion/Lack-of-Tank-Defensive-Capabilities/m-p/11087125#M63309


Thank you as well for that spread sheet! It was very interesting to see some numbers again.


I am however, going to take on some of your points and present counterpoints (again from an MBT perspective in their current state).


First I'd like to start off with the section mentioning the bug of jet lock-on's not targeting ground vehicles.


"

Unable to lock onto empty vehicles - players can exploit this to break locks by exiting/reentering vehicle. Players need to be able to lock on to empty vehicles with lock on weapons and SOFLAM to remedy this."

Lack of Options


This is an issue, which needs to be fixed in several ways. This should not be the most "reliable" (and extremely silly) way to break a weapons lock, while I support the fixing of this interaction, a need for a reliable weapons lock break is needed for ground vehicles, currently with the Thermal smoke being locked in the last tier of an MBT kill pool requirement lock-on's are rampant, and free damage. Having 0 reliable counter to any situation is not good for balance, nor is it fun to be on the receiving end while you are trying to play your intended role. As mentioned in the post I linked, a reliable counter measure is needed especially with all the anti vehicle threats posed to ground vehicles. Which again come from both air and ground. Simply put, as cheesey as hoping out of a tank feels to avoid being locked, what other option do drivers have when some munitions can and do clip through cover and terrain? In the case of air assets, you are auto marked on the ground for ATGM's and most maps do not have enough overhead cover to reliably attempt to escape a jets lock-on if the thermal smoke decides to work. As I mentioned to another use, we get a "incoming missile" alarm but have nothing to do with this information and no way to mitigate that incoming damage. So a proposal on this end would be one of two things, with EWAR being a big theme in 2042, a jammer of some sort to disrupt incoming missile locks could be an option. This would help take the strain off of the thermal smoke which seems to be more intended for ground threats (which it hardly helps to begin with) and the lock breaking capabilities should be standard with the amount of locking threats present.


That was simply a air to ground interaction suggestion, if these two issues aren't handled at the same time that huge hole and overlook in a defensive capability that is currently in use today, would just lead to even further exploitation in the fact there is no way to mitigate the threat from the air. This is not a call to nerf any damage, this is simply asking for an option to act on the "incoming missile" warning I get besides sitting and waiting for the incoming damage.


In more of a balance outlook, currently mobility and turret traverse speeds are a glaring point most seem to take issue with.

Both on the wildcats and the MBT's an issue arises where the AA variant of the wildcat that suffers the most from this issue, being unable to track fast moving aircraft with what feels like a hand cranked turret leaves this vehicle feeling like an uphill struggle to be able to preform a task it was intended task and be a ground threat to aircraft. On the subject of missiles being dodged by aircraft, I am under the firm belief that if an aircraft dedicates it's effort to dodging a missile it should be able to do so, I've mentioned before, a lock should not be an automatic death sentence, or have a 100% chance to make contact. This would in turn be the same issue ground vehicles are facing now with the only difference being that aircraft have flares. Attack helicopters should have a harder time being able to dodge a missile, as they are not as fast, but again a lock should not always be a guaranteed hit if the helicopter or jet is actively trying to evade. There needs to be a fine line between deterrence and annoyance.



Mobility


One of the larger issues with MBT's is their mobility, and before anyone tries to jump up and scream "BUT THEY ARE TANKS" Relax for a moment and read a little further!

Tanks are supposed to be slower compared to other ground vehicles, they are huge, and heavy. But while we have the huge and heavy part covered, basic movements are taken to the extreme, the big one being the 0 turn, or the turning while stationary. Often some of the object on maps are misleading and you think you can run them over and break them, only to be stopped dead in your tracks, and trying to correct your position while not moving makes it feel like you are getting out to push your 70 ton vehicle to point the direction you want it to go. I've seen, and had situations where I've lost fights I should not have lost simply because my ability to turn coupled with the issue of a slow turret are so highly detrimental, especially when facing much more mobile enemies. If a tanks trade off is supposed to be it's ability to be both offensive and defensive, in exchange for its ability to do basic maneuvers then it needs the tools to do so. Currently if a threat is behind me, the cannon elevates slightly when the turret is turned completely around to the rear, so to address this I need to reorient my vehicle, which means most likely 0 turning which takes an eternity to do for no real reason. Current MBT's can easily 0 turn as they take their terrain and weight into account when they are designed.

I agree tanks should stay slow, but they should not be so bad at turning and handling, and with this trade off it will take me to the point of the thread I made, the ability to keep that trade off of bad speed, questionable accuracy and long reload times. The defense, and lack of.


Lack of Defense = Balance issues

This. This right here is a HUGE bane in vehicle balance right now. Currently with the amount of directions which a tank can't retaliate and the amount of active AT threats that are in game, tanks are just that, big, hulking targets with no way to mitigate damage. I'm not going to go through this again as I've already made a thread on it but long story short the "keep moving" mentality is good until you need to make a stable calculated shot from a long distance which most times you only get one chance to do especially if it's an infantrymen who is very mobile.

To put it mildly, EWAR in the form of being able to jam air assets from having risk free 100% up time locks, on a cooldown obviously, an APS (active protection system) -Which again are in use in todays modern world- to mitigate the rocket spam from ground based targets -does not target tank shells because it punishes better positioned tankers vs their opponents and ruins their ambush and advantage- this is aimed at the constant rocket spam used by respawning infantry that is being abused with no counter or downside. (same thing with C5, I killed the same person 6 times trying to C5 my tank with the wingsuit and would suicide if they failed and come right back) <- More on this later. And last but not least, ERA (Explosive reactive armor) All of these should be standard on the tanks to not give one tanker an uneeded advantage over a newer player, while also encouraging tanks to try and play other places besides at the edges of maps sue to slow turret turning, lack of defense and low splash damage from cannon rounds/low MG damage. This is a common complaint I see from infantry players "tanks just stay out and farm us" well, with their ability to pop in and out of cover, lack of ability to respond in medium range type quarter situations, and the constant blind spots, yes a tank should not be sitting in close quarters, which most capture points sit at and i feel are very small and punishing to ground vehicles. Give a tank the ERA to be able to take a risk and get up in some of these capture points and maybe it'll encourage different behavior.


Main Cannon


The options for the cannon rounds are lackluster at best. The splash on the default cannon round is very low, even for being the "well rounded" option with more emphasis on anti vehicle rolls. Direct hitting small targets with 1 shot and a long reload while being a large target does not feel good, no one should be comfortable trying to charge me head on because I have to hit them directly with a shell meant to rip through a vehicle holding a frizzbee of C5, the crater it creates in the ground is actually smaller than the actual damage surface it produces. I would even venture to say the transport heli's needing 4 tank shots to bring down is very steep given the reload times. I cant comment much on numbers, but I would be happy if reload speeds were looked at and considered.


I may add on to this later but I've spend enough time on this for the day, I look forward to having some discussions! Also it seems the forums keep eating my posts.



6 Replies

  • rainkloud's avatar
    rainkloud
    Seasoned Ace
    4 years ago

    Thank you for your feedback!

    Thermal smoke should be your lock on counter regardless of whether it comes from the ground or air. I have tested it in portal against air threats and it performed excellent. There is the bug with Sundance nades that needs to be fixed as well as the fact that if the missiles are launched too close they will still hit (but that is WIT) but outside of those scenarios it *should* be working properly. I have heard of issues though so If you have video evidence otherwise please share so I can try to replicate it.

    Agreed that it should be the default unlock but at least people can use portal/SP to grind out the unlock.

    Traverse speeds (with the exception of the Wildcat AA) I'm okay with as their exaggerated slowness is intentional to help emphasize that they are meant to be vulnerable up close to give other vehicles an opportunity to exploit them from behind. It should also be noted that the addition of the weapon pod seat gives you a significant boost to firepower so you still have some recourse. Players have been whining about tanks sitting back and camping forever. Never mind that many do so even if you've stopped for just a moment to take a shot or that it is suicide to move forward until conditions are more favorable. Or there will be 5 vehicles operating aggressively and 1 less so and they base their assessment on the one rather than the five.

    Ultimately, tanks are not meant as the primary choice to cap flags - their ideal engagement range is from ~75m or greater so while that can cap in a pinch they are typically better suited to engage right outside the flag area. All of the supporting weapons have utility and the HMG is extremely effective - only the LMG appears to be lagging and that is addressed in my proposal. My assessment is that tanks already have enough tools to operate effectively at short range.

    Tanks already have the best armor in the game so I don't perceive them as lacking in defense. Reactive armor is, in effect, already represented in the game via auto repair. APS could be added as an alternative to System Repair but have a much longer cooldown (something like 60 seconds) seeing as you would be getting two countermeasures. I think this would be a fair sacrifice as System repair is pretty critical in many circumstances. In the same train of thought FLIR could also be added as an alternative to system repair with the same sort of tradeoffs in play.

    C5 drone spam will be addressed - Either by removing the ability to place C5 on drones, making a C5 drone perma spotted on minimap or some other method.

    The splash on the MPAT cannon feels largely sufficient to me and has good velocity and you have the option of using the HEAT round if you want more splash. The proposal calls for increasing its effectiveness against anything sub MBT/MAV as I feel its damage profile is overly punitive vs other vehicles - it already suffers a lower velocity than MPAT so aside from MBT/MAV it should do the same damage vs other vehicles.

    AA Missile dodging without CM is a big no no and one I will absolutely go not just to mat, but to the planetary core for. CM's are in effect your missile dodges. You don't even have to maneuver when using them - you can simply deploy them and go about your business all of which is fine. What is not fine though is being able to negate, largely at will, the damage that should be inflicted from a properly employed locking/homing weapon. There is no mandate for this and it smacks of false elitism whereby players feel entitled to damage negation because of their indisputably incorrect understanding that this is not a tactical game - it very much is as evidenced by the amount of gadgetry and tack involved. If you have failed to manage your CM's correctly then that is a failing on your part - you do not get to dictate the terms at which damage is inflicted upon you. I would very much hope that after watching some of the videos where AH's have fired many IR missiles at Nightbirds only to have them dodged through a simple mechanic which I have detailed that you would agree that this situation is absurd and unjust.

    Allowing for lock on weapons that can be circumvented creates traps for new players as they are acting in good faith trying to support their team by choosing and employing the correct weapon in the game towards the appropriate threat with no notice that their weapons are virtually useless against their targets. 

    This is a game set in 2042 where lock on weaponry is relevant and should work as intended in the context of the game. I never once uttered a request for lock on weapons to be included in BF1 and BFV and my expectation is that people don't ask for their removal or gimping here. If someone doesn't like them they are more than able to create a portal game with their own house rules. 

    ***

    I think we are attempting to answer two different questions. My focus is on balance and you seem largely intent on advocating for tank dominance. Not blatant over the top tank dominance granted, but dominance nonetheless. Nonetheless I again thank you for your feedback and contributions to the discussion.

  • @rainkloud Hello again, Im assuming this is in reply to my post since I wasn't tagged but I have a lot of counter points for you to consider and it seems you are misunderstanding my view points as this thread is indeed labeled as "balance improvement PROPOSAL" As I mentioned, yes I will be talking about tanks, it's not a call for tank "dominance" as you've put it, it is literally trying to bring them up to par in their intended roles as an area denial/force multiplier while bringing their issues to light, again it is a proposal.

    First I'd like to hit on this quote "Agreed that it should be the default unlock but at least people can use portal/SP to grind out the unlock."

    This is a glaring issue, and should not be the "fix" to a rampant problem of lock-on's I myself have never touched portal or SP, all my unlocks I have earned through the trials of learning how to handle that particular equipment and even mentioning this as a method to bring something under preforming up to a level where it can function in its role briefly is in itself a clear problem.
    Just as you say lock-on missiles should not be able to be dodged without a counter measure, air craft are able to get through and concistantly strike a vehicle through thermal smoke with their ATGM's, I do not record my games as I'm not a content creator but simply test it for yourself by hoping in a ground vehicle and getting several pilots who know how to negate the thermal smoke's supposed cover and you will find it is indeed not a viable option and needs to be expanded upon. An aircraft literally has more time to reset it's approach even if the thermal smoke happens to disrupt its lock once and still deal guaranteed consistent and non negateable damage. This is again, an issue, a glaring balance issue which rewards an oversight on interaction between assets. Example being last night on -in my opinion the worst map for ground vehicles- Manifest, a had a random gunner with me who happened to have a repair tool, and I tested several things with a jet that was constantly harassing my vehicle partially out of the spawn area. The jet would lock, and launch, I would smoke, one missile would misdirect, the other would impact. My gunner would get out and repair, by the time their repair tool had overheated the jet had returned and hit me with both ATGM's with me being unable to do anything, again no risk no challenge, simply circling around to re-lock. This continued for roughly 9 minutes, I would try different methods of cover which the missile seems to actually clip through in the form of the cargo overhangs, and large cranes and the jet was able to strike me each time. This is why I am advocating for additional options, because thermal smoke, with its long cooldown and the already known and intended slowness of the tank may get you relief from pressure for that small window which again, you have to be sitting still for it to work which now delays moving to cover that much longer, and this is just to answer if it's a jet or heli locking on to the vehicle let alone the other ground threats.
    So if you feel players will be frustrated with jet being able to dodge a missile, you must, on the same token know a fraction of frustration felt when your only "out" is able to be circumvented consistently, and it's lack of reliability.
    Another quote I find oddly placed "Allowing for lock on weapons that can be circumvented creates traps for new players as they are acting in good faith trying to support their team" I am not understanding this viewpoint, is that in itself not simply player experience? Learning the mechanics of a game and figuring out "how can I exploit this system to defeat it" and even then the same thing can be said about new vehicle players! You will constantly see new player in vehicles use smoke thinking that it will help negate a lock on threat, they did what they thought was right but still got punished because of the system in place so how is this any different?

    "This is a game set in 2042 where lock on weaponry is relevant and should work as intended in the context of the game. I never once uttered a request for lock on weapons to be included in BF1 and BFV and my expectation is that people don't ask for their removal or gimping here."

    Nowhere have I stated I want lock-on's removed, let me be very clear in saying that and I would encourage you to not only reread my post here, but the thread which I had started. No one here seems to be trying to "gimp" lock on systems, I myself am advocating the need for a reliable option to simply survive an encounter if I play my role and equipment correctly. Locking should not be a risk free "auto win". For aircraft currently they have several means of avoiding locks, flairs, agility, building/line of sight breaks, altitude, etc. For ground vehicles, you get 1 option depending on you placement on the map which is locked behind a kill pool. In this case you are advocating for dominance of a low skill system and I raise the point you brought up and flip it, players seem to feel entitled to their uninterrupted, system guided damage at will.

    When there is a proper means to give more reliable escape options vs lock on's maybe the argument and claim of mismanagement of your systems can be said, but until then saying things like that just shows the lack of willingness to listen to several sides of this multi pronged game, and in fact advocating for something you favor over anothers experience.

    "Tanks already have the best armor in the game so I don't perceive them as lacking in defense. Reactive armor is, in effect, already represented in the game via auto repair."
    Best armor in terms of what exactly? And the regeneration system which is across the board for infantry, ground and air vehicles is obviously not unique, that is not reactive armor, that is literally just a regeneration system that everyone has (which I still find odd and dont care for myself). And again, I have mentioned that a tanks weakness is indeed close quarters, and well aware on how to keep my distance, again I play them as area denial to allow my team of infantry to do what they do best while keeping other bigger threats from hampering them. The issue again, is force projection and the instant adaptability capability of your opponent, as well as their mobility. I'll be combining this into several points at once. For the added layer of protection in the form of the ERA this allows for some sort of option, a player should not be punished by 3 respawning squad members that now suddenly have recoiless and emp grenades after you foiled their push on an objective. This is where ERA would come into play, it gives a chance to reposition or fight rather then just get instantly gibbed by rocket spam which in itself in a large vehicle is difficult to avoid. Slow turret traverse means even at the medium ranges it is hard to make an impact vs a target who can jump slide, spin hop, prone etc, I am not saying unlock the turret where in previous games I could free spin fast enough to threaten to make my tank airborne, but a tweak in speed is needed to be able to track targets more reliably and just general smoothing out of the experience.

    I'm not going to respond to everything since this is already quite long, but long story short, I am not advocating for "tank dominance" I am kicking ideas around to bring them up to par with current threats they face in game and giving examples of why they would be needed. In this case, a tank is supposed to be vulnerable to particular things, not defenseless in some cases. And again I am stressing this to the ends of the earth, farming portal and SP IS NOT a solution.
    I would be happy to kick around ideas and reflections from all sides, infantry, air, and ground vehicle players. Because ultimately it's going to be up to all of us to help push this game in the right direction.
  • rainkloud's avatar
    rainkloud
    Seasoned Ace
    4 years ago

    @Anti-Tank-Killer 

    "This is a glaring issue, and should not be the "fix" to a rampant problem of lock-on's"

    I have no idea what you are talking about here. My position is that Thermal smoke should be a default unlock and any bugs with it should be fixed. How are we not in agreement here?

    "An aircraft literally has more time to reset it's approach even if the thermal smoke happens to disrupt its lock once and still deal guaranteed consistent and non negateable damage."

    That's totally fine. If you pop your CM's early then that's a risk you run. This has been the case in BF3/4 - wasn't a problem then and not now. Thermal smoke should allow you to reliably spoof at least one missile from a single target (or many if fired from multiple enemies simultaneously) - it should not make you immune to attack from lock ons.

    "The jet would lock, and launch, I would smoke, one missile would misdirect, the other would impact. My gunner would get out and repair, by the time their repair tool had overheated the jet had returned and hit me with both ATGM's with me being unable to do anything, again no risk no challenge, simply circling around to re-lock. This continued for roughly 9 minutes, I would try different methods of cover which the missile seems to actually clip through in the form of the cargo overhangs, and large cranes and the jet was able to strike me each time."

    The CM's are meant to mitigate, not invalidate locking weapons. They are there to buy you time while you fight back or retreat. You are not entitled to immunity on account of having chosen IR smoke. Offense will always have the edge against defense in BF games. The risk for the jet pilot is that to even begin a lock they need to be within 500m of you and then have to have nose pointed towards you leaving them vulnerable to counter attack from you or any other vehicle especially other jets and the MAA. And not everything has to be challenging. Pointing a crosshair and clicking LMB is not terribly challenging nor pressing the W key to run someone over but we don't argue for these things to be removed. Jet's are meant to be very effective against vehicles, especially the MBT/MAV class.

    Clipping missiles should of course be fixed although it should be noted that there is a little bit of tolerance here - a mere knick shouldn't knock out missiles no more than they do jets and helis.

    Some questions I have are where were your teammates during this bombardment? What were your primary, secondary, weapon pod and weapon station loadouts? The HMG and miniguns for example can do excellent damage against jets. 

    "So if you feel players will be frustrated with jet being able to dodge a missile, you must, on the same token know a fraction of frustration felt when your only "out" is able to be circumvented consistently, and it's lack of reliability."

    No I don't - not even a little bit. Jet's, especially with A2G missiles and 30mm are supposed to be hard on MBT's That scene is playing out as it should: Jet's eat tanks. On the other hand you have Nightbird's and to a lesser extent Attack helicopters circumventing the AA missile weapon is designed to be hard on them. Totally different scenarios. In the case of the Nightbird it can totally negate vehicle fired AA missiles.

    I am not understanding this viewpoint, is that in itself not simply player experience? Learning the mechanics of a game and figuring out "how can I exploit this system to defeat it" and even then the same thing can be said about new vehicle players! You will constantly see new player in vehicles use smoke thinking that it will help negate a lock on threat, they did what they thought was right but still got punished because of the system in place so how is this any different?

    It's absolutely not a "player experience" issue, this is a failed execution issue on the part of the devs. - These are basic weapons that are advertised as being effective against air targets but are in practice, not. Weapons and other facets of the game are meant to represent (not simulate) their real world counterparts and there is nothing that would indicate that vehicle fired AA missiles would be virtually useless against helicopters.

    Players using Thermal smoke will see benefits in mitigating homing missile threats (It does spoof missiles and prevent locks for a short period) while the Nightbird can quite literally dodge vehicle fired missiles indefinitely using the techniques I have detailed. Your comparison is not apt.

    "Nowhere have I stated I want lock-on's removed"

    If you advocate for heli homing missile dodging then effectively you are doing just that. I draw no distinction between the two positions.

    "In this case you are advocating for dominance of a low skill system and I raise the point you brought up and flip it, players seem to feel entitled to their uninterrupted, system guided damage at will."

    False. I have promoted a working counter measure system for all combat vehicles which by definition disqualifies your claims of dominance. Furthermore lock on weapons are not low skill weapons. People with low intellect often confuse skill in employment to skill in effectiveness. To fire them you need to hold the lock uninterrupted and then press the fire button. Simple enough. But to use them effectively you have to gauge your distance properly, fire, switch to primary weapon quickly and then time the reload so that you switch back to the missile as soon as it can be fired again. Or playing mind games with your target by holding the lock until the panic and drop CM for example.

    Virtually everything in the game is low skill in employment. To fire a rifle I press LMB - no great feat. But to be effective you must execute the skill associated with that particular weapon. Sometimes there are easy rifle, rocket, or homing missile shots - sometimes not.

    "I myself am advocating the need for a reliable option to simply survive an encounter if I play my role and equipment correctly."

    You have it already - In my tests and experience Thermal Smoke works (sans the Sundance nade bug) but if there are bugs then they should be fixed. However, when you come up against an Attack Heli or Jet you will be at a disadvantage and that is entirely natural and intended. Those vehicles are purpose built and balanced towards killing your vehicle just as your vehicle is balanced towards killing other ground vehicles and infantry.

    "When there is a proper means to give more reliable escape options vs lock on's maybe the argument and claim of mismanagement of your systems can be said, but until then saying things like that just shows the lack of willingness to listen to several sides of this multi pronged game, and in fact advocating for something you favor over anothers experience."

    There is not always meant to be an escape per se. Sometimes you are screwed. How do you think the infantry feel when they're on the sand dunes and you roll up with your tank?

    "Best armor in terms of what exactly?"

    In terms of damage profile which you can confirm with the spreadsheet on the first page. 

    "that is not reactive armor"

    To reiterate I am making the claim that it is in effect already in the game. That is to say that it is presumed that RA is default on tanks and IFV's and is baked into the damage profiles. In BF4 RA simply reduced the angles at which you could receive systems damage. Since there is no angle damage modifiers in BF 2042 that sort of system is not possible. That leaves BF3 style where you can sponge a free hit. This unnecessarily extends the life of ground vehicles as they can turn their sides to effectively multiply that one free hit into 4. And since you have auto regen, if you defeat your enemies then your health with be restored which effectively serves as sponging hits as RA would do. That infantry and other vehicles also have this mechanic is irrelevant and does not detract from the benefits you receive from it.

    "I am not saying unlock the turret where in previous games I could free spin fast enough to threaten to make my tank airborne, but a tweak in speed is needed to be able to track targets more reliably and just general smoothing out of the experience."

    There may be room for a modest boost to turret speed.

    "And again I am stressing this to the ends of the earth, farming portal and SP IS NOT a solution."

    As we've already discussed, Thermal smoke should not be buried under 360 kills. It should be a default. However, as a temporary workaround a player can quickly accumulate that many in portal/SP and easily unlock it and it only needs to be unlocked once. I have no clue why you feel the need to bring this up again nor the need for your expedition to the ends of the Earth.

  • @rainkloudAgain, you are taking things that I am saying either out of context or filling in thing I haven't said or hinted towards which, maybe I am not coming across clearly enough or you are simply choosing not to see and understand the issues at hand beyond a numbers sheet your provided. In order to keep this short I'm going to simply say a few things.

    1. You've taken my quote out of context which seems to be a trend, to make it even clearer, I am referring to single player grinding should not be the solution to be able to play a vehicle due to the amount of lock ons. Yes, as I've said multiple times now thermal smoke should be default or just baked into the regular smoke, we get and understand this there is no need to go around in circles about something I already agreed on.

    2. No one said anything about hitting CM's early or saying thermal smoke should make you immune, they are meant to break the locks and confuse incoming missiles, you are taking my testing against that particular pilot out of context and not seeing the point of me saying the only active CM can not only be negated, it leaves no room for repositioning which you failed to also include in that quote, a point which you yourself also touched on later. This is like saying flares on a jet should only be able to confuse 1 rocket fired at them and the others should be able to hit its target. (by your terms jets are also immune to lock-on's for that window after they deploy flares)

    3. Lock-on's are not skill heavy weapons no matter how you try to frame them, line of sight, and unobstructed paths are not huge challenges, a general awareness of your area is needed at best, the system literally does the rest of the work of leading, trajectory and interception for you.

    4. I've been playing BF since 1942, I am well aware air is supposed to have high pressure on ground targets, you seem to be missing this point by a mile and again have misquoted me again, for the 3rd time now NO ONE is saying remove lock on's so please stop stating your viewpoints from such. What my point is, is simply the provided CM does not allow any viable breathing room to do as you yourself mentioned, reposition or retaliate. That is literally the purpose of the system. Many folks have already stated the state of the MAA vs air assets which was not my talking point, and at risk of being misquoted again I will simply say this, a tank barrel can only aim so high, and you are blinded by your own smoke obviously. Saying a jet has risk when it can easily strike above levels anything can reliably reach is simply being ignorant. There is a difference between simply being "screwed" because of circumstances vs "I have no choice but to be screwed".

    (even if I hit a jet with a shell, the gamble will be did it register or not)


    Also I know exactly how infantry feels (being in this situation myself) when I or any other vehicle ends up on top of them "time to break out the M5's, EMP's, C5, respawn that guy on the building to parachute or wingsuit down to do A-Z" The difference is, they can negate and have options to escape in forms of barricades, specialist perks, movement etc. On top of that my weapon does not guide onto them.

    5. I'm simply going to sum this, you seem to be taking a lot of what I am saying either out of context or injecting things which were not there or intended into it. A quick touch on the reactive armor thing, as I've said before I dislike the auto repair and want it gone to give viability back to folks who carry a repair tool and give all parties a break from vehicle pressure. Since it seems you assumed I wanted that kept along with ERA I will say this again, no, I do not want that. My proposals are not intended to keep current systems combined with what we have now. No one is saying "do it how they did in previous games" (again nowhere did I mention this or hint at it besides the basic concept) implement it with the current environment in mind. Example, ERA either can't be repaired, or can only be repaired with the tool after X amount of time, also gives that AT rifle an actual purpose, chip off the ERA of a vehicle. With now double the threats, yes, the extended life is needed especially being hard targeted by enemies from all around and having your only choice be take the hit, or use your CM and take part of the hit. Also the post above this has a video of a wildcat vs an MBT, and again I will say "best armor in terms of what exactly."

    And yes, I will stress again because it is such a horrible design choice and a miserable experience, SP unlocking which not everyone knows about, should not be the solution to such a glaring issue. Till the ends of the earth I will say this, which at this point shouldn't be much longer.

    Again please stop misquoting me and taking my words out of context or injecting things I never said. If something is unclear or questionable just ask.

    My point still stands, heavy armor needs a better set of defensive options.

  • @rainkloudGreat posts as usual!

    I am just a simple tank man and there are 3 issues I see from a tankers POV against potential threats.

    1. C5 drones, no explanation necessary.

    2. Instant repair, many many times it will not replenish health. You activate it, and nothing happens, the health bar doesn't move.

    It works everytime when fixing a part but not triggering health replenishment. Maybe I'm missing something?

    3. Jet homing missiles vs tanks

    Tank chemical smoke only protects against the first missile, the follow up missile within seconds of the first always hits my tank.

    I have tried not moving and just sitting in my smoke to see if that helps but it doesn't. I vaguely remember having to stop moving when using APS against jets and choppers in BF4 to ensure it worked.

    What this leads to is either dead tanks because the jet loops back twice and gets you before your smoke cooldown is over or having to spend the entire round playing near an underpass to escape from the jet.

    The other day I upset some chopper players so much on Kaleidoscope 64 player when I took out a few of their attack choppers and scouts whilst marauding over the RU side of the map that one of them decided to grab a jet and then the rest of the round I had to spend near the entrance of the underpass to keep escaping to or die.

    Are you saying that tank chemical smoke is working as intended by only stopping the first missile?

    I don't use jets or choppers so have no idea how long they have to wait before firing their second missile however the time from my POV between first and second missile is mere seconds.

    If you want video proof I will record what happens.

    Cheers

  • rainkloud's avatar
    rainkloud
    Seasoned Ace
    4 years ago

    @Tank2042Man 

    Thank you! 

    1) Agreed and my understanding is devs are well aware and working on a fix which we all eagerly await! 

    2) This one is a bit of mystery. In Portal it restores I believe 24 HP for each use. In MP it restores ~3HP. I believe the latter is correct and the 24 HP is a bug. Being able to restore ~1/4 health is extremely powerful and there is nothing in the in game description that would lead me to believe that it is supposed to do anything more then restore broken parts like turret and engine. Quick HP recovery made more sense in BFV since you didn't have auto health regen. In 2042 that is not the case an I believe 1/4 health restores are going to too quickly negate sustained damage and diminish the value of the repair tool.

    3) My position has always been that any bugs in Thermal Smoke should be fixed. When I say that stopping the first missile is WAI I mean that in theory the Thermal smoke should deflect any incoming missiles (save for ones that are already super close to impact) then they should prevent firing of further missiles for 6 seconds and then once that has expired then subsequent missiles should hit since the protection time has concluded.

    In my original findings about a month or so ago I found Thermal smoke to work perfectly. I tested again tonight and found some replicable flaws and can now conclude that Thermal Package is indeed broken. I created a video to show my findings here: https://youtu.be/hoeSvJFsivg

    First shot in each of the two scenes is Thermal countermeasures deployed almost immediately after the missile is launched. When this happens the CM fails to deflect the missile and damage is sustained. Second shot in each scene is Thermal CM deployed about two seconds into flight. When deployed in this manner the CM's correctly deflect the missile. The Thermal smoke should work in both scenarios yet it only works in the latter.

    Conclusion: Thermal Smoke package counter-measure is broken

    During my first tests I believe the flaw in my method was I was floating too close to the ground and when the missile is fired from low to the ground the CM's work perfectly regardless of when you deploy CM.

    Once this and the Sundance Nade bug is fixed tanks will be in a much better position as they will be able to reliably deflect missiles and enjoy 6 seconds of lock on immunity.

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