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Katatonic_Karo's avatar
Katatonic_Karo
Seasoned Newcomer
1 day ago

Feature Request: GPDIS Balancing and Discussion

Issue 1: Phantom Self-Destruction Behind Cover

  • The Grenade Intercept System (GPDIS) frequently explodes on its own while positioned safely behind full cover, even when no enemy explosives or line-of-sight gunfire are present.
  • This unexpected destruction makes the gadget unreliable during defensive holds.
  • The gadget will also randomly explode upon being placed on the ground.
  • This may not be noticed much, but I swear, it is something I experience every time I use this tool, and I find every way i can to put it in relatively safe areas on flat unobstructed ground.

Issue 2: Low Intercept Cap In Heavy Firefights

  • The 3-projectile intercept limit is too low for high-intensity choke points.
  • Support players are forced into a repetitive loop of constantly deploying gadgets rather than engaging in firefights, leading to defensive lines being easily overrun by grenade spam.

Proposed Solutions:

  1. Increase Capacity: Raise the intercept limit from 3 projectiles to 5 before the device self-destructs, or
  2. Adjust Ammo Economy: Allow players to carry 2 GPDIS units at spawn (instead of 1) and increase the maximum active deployed limit and held limit to 3 units, and
  3. (Separately, but also important) Investigate Collision/Health Bugs: Look into the gadget's physics or collision box to prevent it from spontaneously breaking behind solid cover, and increase its health by 50% or reduce the damage from explosions beyond like 4 feet so that it can last slightly longer from distant, essentially irrelevant explosions

Would love to hear other people's takes on this as well.

 

2 Replies

  • I've seen MANY times the GPDIS would get blown up by a grenade or explosive it should have caught.  I think it is caused by the GPDIS thinking the projectile is NOT in vision, and therefor doesn't destroy it.  I have seen it destroy projectiles through cover, and watch projectiles hit the dang thing and never get destroyed.

    I do 100% agree that the 3 projectile limit is bad.  I not only agree with your 5, but I think that it should never time out.  The GPDIS should always destroy 5 projectiles AND THEN it breaks.  I don't believe there is a normal need to spawn with 2, or to increase the amount that can be placed.  I would also say the resupply time on it is just right, and does not need changed.

    Just going to throw in a slightly not related hot take here though.  The MPAPS should be an engi gadget.  Poor thing is almost never used because most support players are never around a tank.  Engi's could use the heck outta the thing I bet.

  • Katatonic_Karo's avatar
    Katatonic_Karo
    Seasoned Newcomer
    14 hours ago

    I actually agree with EVERYTHING you've said. Even the GPDIS system not properly working within fields of vision, and then being destroyed by throwables that it should have caught. Its incredibly frustrating.

    I would also prefer that the GPDIS should never time out (like how i believe the similar tool in BF 2042 works) but was trying to at least get the devs to see this small change as easily doable without significant internal discussion. Honestly a reasonable amount would be 7 or 8 in my mind, if there absolutely has to be one.

    I also COMPLETELY AGREE about the MPAPS- it should be an engineer tool that either never runs out, or is restocked automatically (albeit slowly) Its essentially useless as it is sits with support, but I would use it constantly as an engineer. My primary class is engineer, and I am often the repairer, and would LOVE to have a more dynamic role in protecting vehicles with the MPAPS in my inventory for these situations.

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