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I play both infantry and vehicles extensively. I've gotten pretty decent at both, but I can say for certain that the vehicle balance in this game has been completely butchered. i've sent countless hours dogfighting across these games and have spent many more hours researching and learning how to be most effective in aircraft.
They reduce the number of aircraft in the game as a way to try and reduce their effect on ground units, they move the nightbird to the attack category, but ZERO effort has been put into actually fixing these aircraft to make them fun and balanced. They could still be in great numbers and not be brutally overpowered if dice get their balancing team together.
I've been flying ever since bf4, and it's crazy to me how the aircraft feel so bland to use, but are still so incredibly strong that infantry keep complaining about them, which imo is justified at the moment.
They need to actually commit to balancing these things properly. We've gone from having 2 jets and 2 helis per team or potentially more, to a single one of either. I have gone 10 games in a row as a pilot and have never met an enemy jet to actually dogfight, which is just boring.
Here are some simple suggestions that i for one feel like would vastly improve the overall balancing as well as the feel of aircraft themselves.
Nightbird
- Reduce the rocket count to 4, reduce damage and reduce ROF. Better yet, outright remove them.
- Alongside the above change, greatly reduce the minigun spread, increase their bullet velocity, remove the windup time and change the convergeance to match that of the portal scout heli for bf3, which already has far more utility options and doesn't have any rockets. To balance these changes, reduce the time it takes for the weapon to overheat, basically just copy the bf3 portal variant.
- Allow for spawning on the heli, then it could be considered viable enough to return to the transport section.
In all honesty, the littlebird present in portal's bf3 team is far superior to the nightbird we have in the main game, it's guns are accurate and there are no BS rocket pods. It fits the transport category well and embarrassingly has more customization options than the base nightbird. It doesn't have that infantry killing potential of the base nightbird and since you have to be accurate with the guns, creates a skill gap that ensures that infantry will have a better time and the pilot will have more fun because it's far more satisfying to use.
Jets
- Reduce damage of the AGMs, increase reload time and increase the time it takes for the second shot to be ready to fire. The AGMS shouldn't be the weapon dishing out the most damage, that should be the main cannons.
- Decrease the flare uptime and increase the cooldown.
- Tighten the spread of the main cannons and reduce the drifting effect that jets have now.
- Create another category for jets with a variable total per map, so that pilots can dogfight and actually have an interesting gameplay experience.
- Change the turn, roll and yaw rates so both the F35 and the SU share the same stats, the current stats make dog fighting painfully favor the SU.
- Increase the turn speed flat out, at the moment they turn incredibly slowly.
- Fix the fact that jets turn faster when going nose down
- Fix the lack of jet control when in rear cam
- Fix the interior freelook sensitivity
- Add a roll camera toggle option
Similarly to the nightbird, there is an over reliance on lock on and easy to use weaponry, this is what makes jets so annoying on the ground but painfully boring to play when actually flying them. There are still fundamental bugs that haven't been dealt with and settings that haven't been added yet.
Wildcat
- Increase the turning speed so it almost matches mouse movement, allow for almost vertical aiming.
- Reduce the spread of the AA cannons.
- Increase lock on range
Transport
- Reduce the number down to 2, reduce the overly strong weapons like the 50mm cannon and potentially even the other weapons, should be limited to miniguns.
Attack heli
From my experience, the attack heli seems to be the most balanced. It does it's job well and is a good example of how to balance weaponry. The smart rockets are in small numbers, do minimal damage and fire slowly, which is the perfect entry level weapon. That's how they should work, the lock ons or vast AOE weapons that take no skill to use should get the job done but less effectively than the skill drive weapons like the 30mm, which requries precision aiming to use well, or as the pilot it requires strong control over the heli itself. Admittedly though I haven't put as much time into the attack heli, so share your thoughts with me about how they play.
Light transports (jeeps etc)
- They shouldn't have 30mm or 50mm weaponry, they are light vehicles. Stick to miniguns or lmgs.
Infantry
- Increase the range of AA missiles. With the flare cooldown and duration nerf they would pose more of a threat, but with these maps sizes their range should be improved.
Vehicle categories
I personally think this new spawning system overall is pretty bad. There is no predictability whatsoever, something that was valuable in past games because you'd be able to tell when the AA was up and where it might be. I do think jets should be made into their own category, but only if these changes are made first. The nightbird could be moved to transport and the attack heli could be under the attack category perhaps.
So these are the changes that i've been pondering for some time, I was going to make my own post but it seems fitting to put this here since we are on the topic anyway. In short, dice keep avoidig the actual problem of easy weapons being far too strong. They need to improve the skill driven weapons that require aim and practise, while reducing the effectiveness of weapons that lock on or have such large numbers that it is impossible to fail using them.
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