Games Fun but Falls short.
As much as I love the battlefield franchise this game has some shortcomings, I hope the developers fix and correct before the game goes live.
The game feels at its core like its inspired by the old battlefield installments in the franchise however this game has a lot to live up to and I would like to point out some major tweaks I hope they make before the game is released.
Ability's are to quick for the size of the game for 3 abilities whether its for the support (combat medic), Assault, or Recon have a cooldown that is well above fast-paced. Making it feel like there is no real choice to having the ability being used. In every situation of the game its a spam-able ability and that's around every corner. Playing as the support class I can place a bag at a current spot take a shot and run about 20 feet or 5 seconds down from where I was positioned and place another bag. Making it feel like there is no choice on should I place this bag here or not. Its place a bag at every stop for a ability that should feel like i can save someone's life with this its just a here you can have this. And its the same for recon and assault in the same situations.
And for reviving a team-member there have been the same problems when reviving a player in combat that player can be killed immediately after revival with no choice of should I take this revive or should I cancel and wait for a better opportune moment.
In games like battlefield bad company everything felt like it had its place and every choice felt like a life or death choice. And a game like this should feel the same way. Should I push this street without my team for better vantage now, or should I wait for my squad and push together for more security and support. This installment of the game feels as if you can spawn anywhere with no real purpose or objective for your choice to run west or east and still hit an objective within 15 seconds. Making the game again too fast-paced.
Smaller note is all characters regardless of class should be able to drag another player away from a dangerous situation. if its the engineer class or the Recon class allow them to pull another player who is downed but not out. Away from oncoming gunfire with maybe a pistol pulled out for more covering fire. But afterwards a legitimate medical class like the support or Assault with there stim can resuscitate the downed player.
This point is more of a personal opinion more that a legitimate problem but the support class should not have an LMG if its also the medic class the engineer should have the LMG class perks since its mor of a anti-armor anti-air class. In no instance of the military would a combat medic have a light machine gun as a primary weapon. They would have a standard issue rifle whether it be a M4A1 or any other DMR/Carbine. Even having an SMG as a primary with the built in passive would be a better choice. But again this is my personal opinion takeing into account real military experiences.
Visual gripes and concerns for the game are a few to many as well. Easiest explanation is that all characters/actors in the game should there weapon by the gas cover of the weapons or Railings for a different term even when the weapon has a foregrip or other attachment on the weapon. So the character/actor model clips there hand into the foregrip.
The maps are nice but very underwhelming compared to previous installments of the previous titles of the battlefield franchise. These maps are well designed but very claustrophobic in nature meaning that they are extremely small in comparison to battlefield 4 and other installments of the franchise. I would hope that the current maps are adjusted to expand on the current size and placement of control points, to fix the issue of running 15 seconds East West North or South.
Thank you for your time if you read this post I hope that these small statements are adjusted for the future of the game. There are many other points but these are some of the more glaring issues.