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@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.
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?"
- UP_LordPlumber2 years agoSeasoned Ace@RaginSamOh absolutely. A fluid movement is a must have in any modern game.
But they should keep it grounded in terms of gadgets that allow some over the top crazy movement options. When Sundance jumps off a 10ft ledge and can glide across half of the map, that is over the top.
Having things such as spring, tactical sprint, vaulting, slide cancelling etc. is absolutely fine and adds a good layer of skill into the mix without making the game way too arcady. I'm too guilty of slide cancelling like it's an addiction- RaginSam2 years agoSeasoned Ace
@UP_LordPlumber wrote:
@RaginSamOh absolutely. A fluid movement is a must have in any modern game.
But they should keep it grounded in terms of gadgets that allow some over the top crazy movement options. When Sundance jumps off a 10ft ledge and can glide across half of the map, that is over the top.
Having things such as spring, tactical sprint, vaulting, slide cancelling etc. is absolutely fine and adds a good layer of skill into the mix without making the game way too arcady. I'm too guilty of slide cancelling like it's an addiction100%
The wing-suit has got to go! The grapple hook is fun and all, but doesn't really fit in BF either.
I love Tactical sprinting everywhere and slide cancelling as well! You can get some cool momentum going at times. I think when people have an issue with it, it's because something is up with the networking that makes it look like some players are speed hacking. Things like the VERY JANKY vaulting system we have contributes to that. When vault something, it's measuring how far you are from it, if you're close enough to vault it, you then teleport to that object. Also, how characters interact with geometry. No one believes me, but there is WAY too much going on with collisions in this game. Even ammo boxes mess with how flat the ground is. It all adds up to odd looking movement that's very unpredictable to track. Then there's the issue while aiming and every leaf on the ground is bumping you up a couple of pixels. Not everything needs a freaking collision box Dice!
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