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About the maneuverability of ground vehicles
In Battlefield 4, ground vehicles suffer from a significant vulnerability that severely impacts their maneuverability. When facing TOW missiles, RPGs, Javelin missiles with laser designation, tank main cannons, and other weapons that can hit their weak points at a ninety-degree angle, the vehicles can become immobilized in place for a longer duration, lasting more than five seconds. Additionally, a single hit causing more than 30 damage forces any ground vehicle to lose its high maneuverability. With reactive armor equipped, the threshold for forced mobility reduction increases to a single hit causing 35 damage, which is considerably slower than the Tor Tank's siege mode. Furthermore, ground vehicles cannot automatically regenerate health after catching fire; they require some time to recover.
Despite their high maneuverability and formidable firepower, these ground vehicles also provide an effective means for infantry to destroy tanks. The angle of attack also plays a crucial role when ground vehicles face anti-tank firepower. A 90-degree angle of attack maximizes the damage output for anti-tank weapons. In ideal conditions, an RPG can destroy a tank with just two hits at this angle. Conversely, at smaller angles of attack, the damage may decrease. In other words, under normal circumstances, four hits are needed to destroy a tank, while in disadvantageous situations, it may only require three or even two hits. In advantageous scenarios, the tank's survivability can increase to withstand up to five hits. All of these factors depend on the player's current angle of direct fire. The combination of these negative attributes alongside high maneuverability and powerful firepower makes ground vehicles in Battlefield 4 a complex and challenging element to balance.
In Battlefield 2042, The M5, RPG, Javelin missiles, and TV missiles often struggle to inflict significant damage to camper vehicles due to the presence of the Iris APS. This leads many drivers to choose the Iris APS for their vehicles. As a result, vehicle players who actively advance with their teammates frequently face a high risk of being destroyed by C5 explosives, which becomes an almost inevitable scenario for such players. Therefore, in Battlefield 2042, it is essential to have Close Defense Systems like CAV that can be effectively equipped on most ground vehicles, especially MBTs, to provide protection against close-range threats.
About the issue of aircraft
The significant reduction in splash radius and damage, which emphasizes precision aiming, is causing a growing skill gap between new and experienced players. Additionally, the convergence of weapon fire and reticle position creates challenges for new players, putting them at a disadvantage against experienced ones, especially in vehicle-to-vehicle engagements. In such a situation, it becomes nearly impossible for a new player to defeat an experienced opponent, leaving little room for success.
Ultimately, this environment favors veteran pilots who have honed their aiming skills over numerous updates, making it unwise to further weaken aircraft. Such a move would only strengthen skilled players and hinder new players' learning process. It is important to strike a balance between difficulty and rewards for new players, ensuring a positive experience without deepening conflicts with experienced players. Currently, the skill ceiling for flying vehicles is very high, while the skill floor is quite low due to the emphasis on precision aiming and reduced splash damage. To address this, adjustments could be made to lower the skill ceiling while raising the skill floor. This might involve restricting effective flight altitude, reducing maneuverability, and introducing appropriate splash damage for machine guns. Additionally, reducing vehicle-to-vehicle TTK could provide a balanced experience for both new and experienced players, similar to games like APEX and COD (excluding the influence of SBMM). In APEX Legends, which have a high TTK, it's nearly impossible to secure a kill against a player with significantly higher skill level in a 1v1 scenario. This approach would allow new players to have a chance at surprising experienced players and securing kills, while making vehicle counterplay primarily the responsibility of other vehicles rather than infantry.
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