RayD_O1
2 years agoHero
Season 7 Feedback
So it's Season 7 launch day. After you have downloaded and played a few games it would be good to gather your thoughts / feedback. 👍
@RayD_O1The viewport for ground vehicles (the physical one) jitters when aiming horizontally. The wildcat movement change is good, however the issues are still massive. The new deploy screen is very good, specifically the fixed clickboxes and the number of vehicle passengers. The Z of the squadmate names / passenger count is too low and they render below owned objectives, making them very hard to read. Passenger count in particular is important, as I want to spawn on a vehicle with 1 passenger and I'm much less inclined to do so when there's 3. I suspected the visual recoil change wouldn't make much of a difference for me, and I suspected right. I think the guns do feel punchier though in general I'm not very phased by it.
The wildcat in its current state is atrocious, the attack helicopter in its current state is still overpowered and clearly does not follow other balance decisions DICE have made for other vehicles. Ground vehicles get a single TOW that deals 21 damage, those get 2 that deal 35, the same amount of damage as AGMs which are supposed to be stronger than their alternatives due to having a dedicated counter, thermal smoke. The 25mm APDS and the rocket weapon pod, and even the TOWs, weapons with the specific role of being anti-vehicle, have almost zero infantry splash while the anti-vehicle rockets the attack helicopter has have better splash and damage than the anti-personnel rockets. For that matter, the smart rockets too, though very few people use those. The anti-vehicle tank, the TOR, is specifically worse against infantry, its cannon (almost) does not splash. So on and so forth.
I forgot to mention this, but, with some leading skill, the gunner can snipe people at ~500m+ due to the splash. I really doubt this is intended, the gunner shots' TTL should be lower.
The wildcat requires precise leading, while the vehicle itself shakes a lot, especially while shot at. Helicopters do not shake while shot at. The wildcat still can't aim straight up. And plenty more...
The damage increase to light air from regular bullets is still too small. With the integer damage numbers it is also hard to tell how much has actually changed. Not only that, AP ammo and the NTW-50 remain underpowered. I can understand if no one wants to go balance a niche ammo type for 10-20 guns, however you can easily run a script or manually alter all AP ammo without much thought and remove 1 of the negative characteristics e.g. make them all have the mag size of the standard ammo, make them all keep the infantry damage profile (but not bullet velocity) of the HP ammo they share the mag size with, etc., and retroactively apply the better AP ammo balance of having the same reserve ammo count as standard ammo, which has been present in newer weapons. The NTW-50 on the other hand, is very balanceable. 14 damage to attack helicopters, less than what is dealt to the air transports, is just too low. Nevermind the odd "strong"spots on the aircrafts that will randomly reduce damage. 18 damage to a nightbird - the same amount of damage the NTW-50 deals to RAMs.
Oh, and the AC-42 change is pretty good. In general though, I think what was listed in the changelog is pretty good, and I guess I'll be looking for more nice stealth changes like the new deploy screen.