3 years ago
Specialists vs Maps
I have made a personal assessment to see which specialists are the most or least efficient in each map (only maps of 2042). I considered the efficiency and overall impact of a specialist in a specifi...
The gameplay has become stupid gimmicks and unpredictable action because of the specialists. You have turrets, scatter-grenades, adad-spammers, flying people, grappling hooks etc etc which all make the game a total mess of stupid gameplay.
In earlier titles things were much more predictable, now it is just a mess of people running around everywhere on the map all the time. This game has more than ever just become one big TDM-game instead of objective play.
The specialists have totally ruined the feeling of this being a BF-game.
And the core gameplay (spawning, weapon balance, vehicle balance, sound, a ton of unsolved issues/bugs etc etc) are still in a very bad shape, which makes the time Dice have wasted on making the specialists even worse.
@Tank2042Man Dice has kept on making the worst decisions possible on almost any aspect of the game.
And now we are in the 'nerf' everything into the ground phase of things, which is very sad.
Dice will not scrap the existing vehicles or make meaningful adjustments, but instead keep on nerfing them more and more.
The specialists are a problem. MacKay are so overpowered on many maps (like Stranded). They can remove his ADAD-spamming, but how do they nerf his grappling hook without making it obsolete? They have just cornered themselves with the specialists.
Mackay and Sundance also take some of the luster away from the classic maps. There were places on the map that players couldn't get to, so it created natural ground pathing. If you were at a certain point, you knew that ground troops and vehicles could only attack via A, B, and C. That is out the window with Mackay and Sundance. That takes away from any type of strategy, which is what made Battlefield great. I think about a map like Argonne Forest, there are places throughout the map that were inaccessible to players, even if they are mapped as out of bounds, that won't stop players from utilizing them as avenues of attack. That would completely change that map.
So if you apply that concept to all the current maps, it is a literal sheetshow. There is no way to balance that access with the map design.