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@ElliotLH wrote:
@Estynytapa_Haiku wrote:I hope they return to team work core:
• Platoon support and customised community and official servers on server browser. No quick match making.
• Soldier classes with dedicated purposeful roles without overtly vague customisation.
• Chain of command and asset gameplay.
• Meaningful destruction and level design where dynamic elements are under warfare shaping strategy real time. Choice of classes matters within squad and team level.
• Class and game mechanic design favoring symbiotic interaction with others—complementation; squad wide class restrictions of other classes than standard rifleman like in Insurgency Sandstorm and Hell Let Loose.
Other than the class restrictions, I agree with these.
It serves for balancing purpose: no longer medic trains, spam of engineers' rockets or hill-humping snipers in abundant numbers. This works well on Hell Let Loose for example, limits can still be circumvented while sacrificing unit benefits.
@Estynytapa_Haiku wrote:
@ElliotLH wrote:
@Estynytapa_Haiku wrote:
I hope they return to team work core:
• Platoon support and customised community and official servers on server browser. No quick match making.
• Soldier classes with dedicated purposeful roles without overtly vague customisation.
• Chain of command and asset gameplay.
• Meaningful destruction and level design where dynamic elements are under warfare shaping strategy real time. Choice of classes matters within squad and team level.
• Class and game mechanic design favoring symbiotic interaction with others—complementation; squad wide class restrictions of other classes than standard rifleman like in Insurgency Sandstorm and Hell Let Loose.
Other than the class restrictions, I agree with these.
It serves for balancing purpose: no longer medic trains, spam of engineers' rockets or hill-humping snipers in abundant numbers. This works well on Hell Let Loose for example, limits can still be circumvented while sacrificing unit benefits.
It's mostly a difference of opinion really, and I personally just don't want to be limited in what I can choose in what I see as a largely casual arcade shooter.
- Raajakaarti_Tero2 years agoSeasoned Vanguard
@ElliotLH wrote:
@Estynytapa_Haiku wrote:
@ElliotLH wrote:
@Estynytapa_Haiku wrote:I hope they return to team work core:
• Platoon support and customised community and official servers on server browser. No quick match making.
• Soldier classes with dedicated purposeful roles without overtly vague customisation.
• Chain of command and asset gameplay.
• Meaningful destruction and level design where dynamic elements are under warfare shaping strategy real time. Choice of classes matters within squad and team level.
• Class and game mechanic design favoring symbiotic interaction with others—complementation; squad wide class restrictions of other classes than standard rifleman like in Insurgency Sandstorm and Hell Let Loose.
Other than the class restrictions, I agree with these.
It serves for balancing purpose: no longer medic trains, spam of engineers' rockets or hill-humping snipers in abundant numbers. This works well on Hell Let Loose for example, limits can still be circumvented while sacrificing unit benefits.
It's mostly a difference of opinion really, and I personally just don't want to be limited in what I can choose in what I see as a largely casual arcade shooter.
You know what, after thinking topic clearly I am on same page about that limitation thing. Let server administrator create their own experience while on official one there shouldn't be any limits. Best of both worlds!
- ElliotLH2 years agoHero+
@Estynytapa_Haiku wrote:
@ElliotLH wrote:
@Estynytapa_Haiku wrote:
@ElliotLH wrote:
@Estynytapa_Haiku wrote:
I hope they return to team work core:
• Platoon support and customised community and official servers on server browser. No quick match making.
• Soldier classes with dedicated purposeful roles without overtly vague customisation.
• Chain of command and asset gameplay.
• Meaningful destruction and level design where dynamic elements are under warfare shaping strategy real time. Choice of classes matters within squad and team level.
• Class and game mechanic design favoring symbiotic interaction with others—complementation; squad wide class restrictions of other classes than standard rifleman like in Insurgency Sandstorm and Hell Let Loose.
Other than the class restrictions, I agree with these.
It serves for balancing purpose: no longer medic trains, spam of engineers' rockets or hill-humping snipers in abundant numbers. This works well on Hell Let Loose for example, limits can still be circumvented while sacrificing unit benefits.
It's mostly a difference of opinion really, and I personally just don't want to be limited in what I can choose in what I see as a largely casual arcade shooter.
You know what, after thinking topic clearly I am on same page about that limitation thing. Let server administrator create their own experience while on official one there shouldn't be any limits. Best of both worlds!
I guess another compromise would be an official mode akin to hardcore (or just an official HC mode if you're into that). I do think that could work well as it's similar to what you proposed originally, but officially supported and in the main menu.
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