Forum Discussion
Yes, it CAN be good to have total freedom, but then again you start running into cheese combos like snipers with unlimited ammo that camp on the edge of a map. Weapons can be free for all, but certain limitations will have to be in place to keep balance. Same as with gadgets.
Once you remove scatter nade, shield, flying squirrel quit, guess what you're left with? That's right, a classic BF class formula.
MMO-style character builds can work, but do you honestly think Dice has the mental capability to develop such a system and make it work? I don't think so
@UP_LordPlumber wrote:
@RaginSamYou explained why I want weapon limitation in the following point regarding specialists.
Yes, it CAN be good to have total freedom, but then again you start running into cheese combos like snipers with unlimited ammo that camp on the edge of a map. Weapons can be free for all, but certain limitations will have to be in place to keep balance. Same as with gadgets.
Once you remove scatter nade, shield, flying squirrel quit, guess what you're left with? That's right, a classic BF class formula.
MMO-style character builds can work, but do you honestly think Dice has the mental capability to develop such a system and make it work? I don't think so
That's only one scenario, and even then I don't think that's a problem honestly. Who cares if someone sits on the edge of the map with unlimited ammo? That player is going to be bad regardless of their load out.
Those aren't what make the Specialist though. They CAN have differences, and they don't need to be huge things either. Mackay can have a slight buff to ADS speed and the grapple. Then you can have Dozer with his shield, but he shouldn't one shot you while running with his shield. Dice just didn't balance some of the Specialist all that great is the problem more than anything. Most of them aren't outrageous, but the couple of outliers are annoying AF.
Concerning the MMO-style character build, I just think that would be cool. I doubt Dice would do anything like that. Can you imagine totally customizing the way your soldier looks, in a realistic way, and being able to customize your red dot and everything? I think that would be pretty awesome. Probably not happening though.
- UP_LordPlumber2 years agoSeasoned Ace
@RaginSamI think ADS speed, ADS movement speed, and other core gameplay mechanics shouldn't be affected by what class or specialist you play as.
Things such as your health pool (Hello armor plates), how much damage you deal/receive, how fast you ADS, and how fast you move while ADS. These core mechanics must be the same for everyone.
Even the current engineer's ADS accuracy bonus while crouching bugs the hell out of me.
Those attributes must be tied to a weapon class, not a character that you play.
Want fast ADS and move speed weapon? SMGs and PDWs
Want a high volume of fire at a cost of mobility? LMGs
Want something in the middle? ARs
Having specific characters with variable core gameplay stats does one very annoying thing - messing up your muscle memory. If you have a lot of experience in gunfights, a single ballerina macay can jump out of a corner at Mach 1 while dancing circles around you.
As for having specialists in the future, I think it depends on how Dice designs their maps. A well-designed map needs no special treatment. Bad Company 2 sends its regards. We only had crouching and jumping. No vaulting, no going prone, no any kind of movement-altering mechanics whatsoever. Yet the gameplay flow in that game was awesome, and by no means slow or stale.
My point is - a well-designed map will entertain you by itself, no grappling hook is required.- RaginSam2 years agoSeasoned Ace@UP_LordPlumber I mostly agree with you on all that.
Different weapon handling abilities for different classes is really annoying. I don't like that either. It should be tied to the weapon rather then the class.
I loved Bad Company 2 when it was out. Then BF3 came along, and I adored that. Going back and playing them though... it's fun, and I still enjoy those games, but games have evolved since then. I freaking love the movement in 2042. I love sliding and jumping around, figuring out new ways to traverse a map. For me, it adds quite a bit of depth for trying to master movement. It makes moving a map interesting in itself.
Good map design is essential, but so is good movement mechanics, for me at least.- 2 years ago
I don't want the 'chore' playstyles. Especially when DICE does balancing around the expectation players will login to do virtual chores.
Ammo distribution and anti-air are the biggest offenders here.
Nobody is making highlight reels of themselves dropping ammo boxes. Nobody is making highlight reels of their FXM kills.
Ammo distribution and anti-air are key playstyles, but it seems DICE never stopped and asked "Is this fun? With all of our creativity - is this the most fun solution?"
About Battlefield 2042 General Discussion
Recent Discussions
- 6 hours ago
- 15 hours ago
- 15 hours ago