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@MahziBFHind and Condor are mobile, mini Death Stars that just happen to carry 2 passengers.
Though the actual Death Star would be easier to take out than a Hind or Condor 😂
- @MahziBF The hind has tv missiles now too if the people repairing are using lis
- Twordy4 years agoSeasoned Ace
@Flottbomb Same thoughts pretty much.
What makes things worse is the lack of specific vehicles dedicated to the map. Throwing all the assets without the idea of "theater of war" might not be good for the game balance and ruins immersion. The map becomes also less special at the end of the day. Being annihilated constantly by the same type of chopper on every single wide-open map without proper infantry accommodation asks for ALT+F4.
I miss the BF4 system which I view right now as the superior one. Also, on some of the flags players could grab APC (LAV and BTR), and even a tank in older maps. Vehicles spawned based on Team Flag/Objective Control with limited possibility for vehicle theft. The game was balanced and there used to be more incentive for specific point control. Taking certain flags mattered back in the day.
The problem is not solely with huge distances between the flags and enormous maps. The variety of playstyles and map designs are pretty much the same in 2042 - basically, even more, flat flatness with enormous verticalities.
- Twordy4 years agoSeasoned Ace
The main problem is that there are no maps that include ZERO flying attack assets. For example, BF2 - Strike at Karkand has tanks, APCs, and transport vehicles. Mashtuur City same assets as Karkand plus one transport chopper on each side. Road to Jalalabad only tanks, APCs, transport. Pearl Market is pretty much the same. Sharqi Peninsula same assets as Karkand but one attack chopper on each side. Special Forces expansion pack maps with great Infantry Gameplay. Those maps really felt like pre-design of the BC series.
On the other hand, the set of maps with aerial assets like jets and choppers. Dragon Valley (present in BF4 also), Gulf of Oman (BF2, 3, 4), and my favorite W0ke Island (1942, 2, 2142, 3). Kubra Dam with various elevations at the center. Dalian Plant and so on. Honestly, every map felt unique.
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What really worked for me again, is the fact that fighting for the objectives felt highly competitive. For example on certain points for a given team APC, transport vehicle, or a Tank might spawn. So players were always mobile (only if co-operated), no matter the distances with limited stamina back in the day.
If players got bored there has been an option to host a permanent game. Load 16, 32, 64 map size. Infantry/Vehicular. Set the custom number of player slots, and tickets. Even modify the entire weapon recoil and flag positions. The number and position of spawned vehicles without redownloading the entire map again. Communities even run events on smaller maps for a limited number of players.
"The fun concept" was built around sticking together, relying on others' abilities and transport, division of roles, playing for objectives to gain more assets, and map control.
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Right now everyone is his own personal META Build of choice with a favorite primary weapon and secondary weapon/item (only one functional weapon/equipment piece), so as a matter of fact, Specialists are less special/functional in Conquest as in previous BFs - personal build balance automatically raises questions. Players sprinting like crazy, zip-lining, flying across the map on the wingsuit. Only gadget-o-mania in every corner. Anyone dropping requested vehicles (only if any are available!!!). Comrades function as personal mobile spawn points because there is no real Squad Leader function. Players don`t really know their roles because of a mishmash of abilities and functions. Commander - what commander?
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