I do like the flow better, the objectives are now more linear.
The added cover and objective updates are nice.
I like the darker lighting in E sector (indoors).
The Bad:
At the start, RU has a distinct advantage in Conquest as they can get to 5 objectives. So it usually starts 5 to 3.
Sectors have an uneven number of objectives. B sector has 1 pt, D has 2 pts.
My simple recommendation: Make D1 into C2. So C sector has 2 central points, and B and D only have 1. This would make the a lot more even for pts to sectors.
I don´t like the reworked map, idon´t like it at all. I like the added cover, that´s nice, but taking away 35% or so of the active gamingarea of the map makes it worse.
There is no "flow".. wtf are people talking about? It´s just two teams running in a line towards eachother. That is not "flow", that´s stupid.
This is supposed to be a battlefield game. If you want tight fighting on flags close to eachother make a new tight citymap.
Even just looking at Renewal now.. it´s just empty space all around. It´s nice in the small "fixed" gaming area but it´s way worse overall.
Some of the best fights were over control of the warehouse that is now just flat ground. That´s not an improvement, that´s being lazy as a mapmaker.
Dice.. If you wanted to make a linear no-brain rush-map then do that, in rush. Keep it out of conquest-mode and maps MADE for mobility and vehicles.. please.
I am sure DICE will get a good idea on the heatmap after this change. US is at a pretty big disadvantage, first that RU is closer to more points and second, if RU takes the A sector, they can ultimately defend both A points while spawn camping pretty easily. I would consider moving the US spawn back to the road to the north of the A sector and if they are going to leave the D sector the way it is, consider moving the RU spawn to the north of E sector.
Just FYI, it is my belief that there is not enough development time left for a second update to any map. So Kaleidoscope and Renewal are done. At most, as they did before, may move an objective area, but I don't think we will see any other changes on these maps going forward.
The biggest complaint was not enough cover for infantry, so they shrunk the map on the edges, then used those assets to provide cover. When I think of open maps, I think of Golmud Railway, it was pretty bare from point to point, but then had cover at the objectives. That seems to be what they attempted here.
@Straatford87 the one thing I would look at is pathing on the A objectives for infantry, as I feel like I am vaulting more than anything else on those points (someone else mentioned this as well). You may be able to remove a few to make the infantry movement less vaulty (if that is a word).
@AsahaTx Yeah, I just played it a few times and it seemed to get better. You can also try clearing your cache as there may be old Renewal artifacts still in there.
Thanks for the suggestion, I've cleared the cache and tried a few games. The FPS has been slightly improved, about 45 FPS. It's almost within the FPS average of my 128-player map, 45~55 FPS. This is why I keep complaining about why there is no 64-man map to choose from. My computer can't play normally under the 128-player map. It seems that it will be another week of suffering, and I can only see if I can get a little luckier and finish the weekly tasks as soon as possible.
BTW My POOR PC : CPU: i7-9700KF menomy: 32G 3200MHz SSD GPU: RTX 2080
Thank you very much, after trying to change the settings, I did get a certain increase in FPS, but as long as I am close to too many players, my computer's CPU is almost 100% full, and finally my FPS is almost below 50.
The 128 player map keeps trying to kill my CPU.
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