Vehicle Balance Improvement Proposal
This is a post I made on Reddit about vehicle balance in Battlefield 2042.
I've been playing Battlefield since Battlefield 3, and although I haven't spent a lot of time playing, my main focus has been on vehicle gameplay, particularly jet dogfights on the DF server. I have around 150 hours in Battlefield 3, 700 hours in Battlefield 4, and 295 hours in Battlefield 5. After playing Battlefield 2042 for approximately 300 hours, I've noticed some significant differences compared to previous installments and encountered a few issues. I'd like to share my subjective opinions and hope they can provide some insights for fellow gamers.
About the current vehicle environment in Battlefield 2042
Before we proceed, I would like to share some observations about the vehicles in Battlefield 2042:
- Infantry possesses extremely powerful maneuverability tools such as the grappling hook, wingsuit, and high movement speed.
- They also have access to the longest throwing distance for explosives and deal high damage with weapons like the C5 charge, which can destroy most ground vehicles quickly.
- Infantry has a wide variety of anti-vehicle and vehicle disruption equipment, including the Mounted Vulcan, RANGER, Sentry Gun, APS (Active Protection System), hacking abilities, 20mm Flak, EMP grenades, NTW anti-material sniper rifle, TV Missiles, AP grenades, and more.
- The infantry's budget transport vehicle, equipped with the 20mm Flak and various weapons, is overpowered for taking down airborne vehicles.
- Main battle tanks, suffer from poor maneuverability.
- Ground vehicle drivers lack close-range countermeasures, except for CAV.
- The TOR Tank is overpowered, being able to eliminate flying vehicles from long distances and destroy ground vehicles quickly.
- Helicopters face numerous ground threats, including TV Missiles, M5, RPG, NTW, RAO, TOR Tank, Wildcat's lock-on capability, 60mm Flak, hovercraft 20mm Flak, LAVT-4 20mm Flak, and CAV 20mm Flak.
- Jets have the lowest flight altitude restriction, rockets with poor accuracy, no splash damage from the Cannon, and experience input delay issues affecting aiming.
- The Attack Helicopter has poor rocket accuracy and flight speed, with limited gunner loadout options besides the 30mm Cannon.
These are subjective observations, and I hope they can provide valuable insights for fellow gamers.
About the distance discrepancy in the display of vehicles in Battlefield 2042.
In Battlefield 2042, I have noticed a difference in the displayed distance when using air vehicles, compared to Battlefield 4/3, even under the same resolution and maximum FOV settings. For instance, while Battlefield 4 shows a distance of 100 meters, in Battlefield 2042, it appears to be around 150 meters, creating the visual perception of a greater distance. Considering this adjusted distance value for vehicle balancing in Battlefield 2042, it might be necessary to increase the effective damage range, long-range accuracy, and bullet velocity of the primary weapons for many air vehicles.
About the capability distinctions of anti-infantry/anti-vehicle in Battlefield throughout history
In Battlefield 4, vehicle balancing mainly revolved around choosing between anti-infantry or anti-vehicle loadouts. Some loadout options offered a balance between the two roles, but their effectiveness couldn't reach an optimal level in either aspect. Vehicles equipped for anti-infantry struggled to compete with those focused on anti-vehicle loadouts in direct confrontations. The outcome of battles often hinged on whether the opposing vehicles applied enough pressure. As a result, it was rare to see vehicles with exclusively anti-infantry loadouts in Battlefield 4, and most players preferred a combination of both loadouts.
On the other hand, vehicle loadouts in Battlefield 2042 are more ambiguous. For instance, the 127mm Rockets on the attack helicopter are primarily designed for anti-vehicle purposes, but they can also be effective against infantry due to their faster projectile velocity compared to the 70mm Rockets. However, the damage and velocity are still insufficient compared to Battlefield 4. Conversely, in Battlefield 4, the Hydra Rockets of the attack helicopter were effective against vehicles, while the Zuni Rockets provided enough accuracy and damage against both vehicles and infantry, making them suitable for suppressing threats from units like the Tor Tank to a certain extent.
About balancing vehicles
In Battlefield 4, vehicle balance was achieved by establishing a hierarchy where vehicles had advantages and disadvantages against each other:
- Tanks countered IFVs/AA
- IFVs countered AA
- AA countered Scout Helicopters/Attack Helicopters/Stealth Jets/Attack Jets
- Stealth Jets countered Attack Jets/Scout Helicopters/Attack Helicopters
- Attack Jets countered Tanks/IFVs
- Scout Helicopters countered Attack Helicopters
- Attack Helicopters countered Tanks/IFVs
Although experienced players could achieve unexpected kills, in general, an absolute advantage existed in equal skill situations. For example, the Attack Helicopter's dominance on the Shanghai map. Tanks and IFVs had strong mobility but could be immobilized with component damage, reducing their survivability, so careful positioning was crucial. The MBT LAW allowed new players to effectively engage ground units, and everything was interconnected.
In Battlefield 2042, the perception of helicopters being overpowering may be influenced by the weakness of jets. Continuously weakening jets might not significantly impact players with 1,000 hours of flight experience but could greatly affect inexperienced players, making it challenging for them to get started. Additionally, the introduction of the Tor Tank disrupts this balance. The vehicle experience in Battlefield 2042 is unique, and vehicles that may appear overpowering may not be truly overpowering but rather lack powerful counters. Simply weakening vehicles will make it harder for new players to get started, as there is already a significant skill gap between new and experienced players. Countering vehicles should involve using another vehicle to counter them.
Issues regarding types of projectiles.
Projectile attributes
- Damage to infantry
- Damage to vehicles
- Projectile flight speed
- Main cannon firing rate
- Splash damage
- Splash radius
- Magazine capacity / Overheat speed
- Ammo resupply rate / Cooldown speed
Throughout the Battlefield series, vehicle weapon loadouts have generally been categorized into two types: high-explosive and armor-piercing. High-explosive emphasizes anti-infantry capabilities, while armor-piercing focuses on anti-vehicle capabilities. However, there are still aiming rewards for both armor-piercing and high-explosive rounds, meaning that direct hits with high-damage armor-piercing shells and default AP SHELL, which falls between high-explosive and armor-piercing, have a good balance for both infantry and vehicle engagements. High-explosive rounds sacrifice vehicle threats in exchange for the ability to kill groups of infantry, while armor-piercing rounds sacrifice infantry threats to effectively damage vehicles.
Players can choose loadouts primarily focused on infantry or vehicles based on the situation. In Battlefield 2042, tanks show clear distinctions in this regard, but for other vehicles, such as the CAV, as an infantry fighting vehicle, there is a lack of effective high-explosive loadouts against infantry. Additionally, attack helicopters have unclear loadout differentiations between anti-vehicle and anti-infantry capabilities.