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Smotezilla's avatar
Smotezilla
Rising Novice
15 hours ago

Grenade Launcher Turret and turret balance overall

Turret balance was pushed into a better spot with this latest patch but it could be improved further to help diversify turret options and give them each a more distinct role. I'd say for LMG it should deal reduced AA damage, HMG should get its old velocity back and deal increased AA damage, and GLshould have multiple tweaks. Right now LMG is still a better AA option due to higher effective DPS while also being a better infantry option for the same reason, HMG just gets overshadowed by LMG in just about every scenario. DICE is trying to fix that with making MRAPs vulnerable to HMGs, but I feel like that should go to GL turret instead. 

GL should do more anti armor damage. Not anything crazy, but right now while it can technically damage heavy armor, it deals next to no damage. 10 damage on standard shots, 7 damage to turrets (IFV and MBT), 19 damage on rear shots. If you connect all of your shots on heavy armor you're only doing 35-95 damage per volley vs 800 to 1200 HP targets. That's nothing. GL should be buffed to do around 35 damage a shot minimum on standard hits, with modifiers for turret and rear shots to be maybe 25 on turret and 50 on rear armor shots. That way it'd be doing 125-250 damage per mag (but 250 only in an ideal flanking scenario, realistically it'd be around 125-175 in most scenarios IF you landed all of your shots). That's enough to chip at armor and slowly pressure it while still losing duels to any actual anti armor weapons from vehicles. I'd also say improve the aiming reticle for it to help gauge drop better, right now you sort of have that but your horizontal lines under your crosshair disappear since those also represent how many shots you have left in your magazine. 

1 Reply

  • 6 hits with an RPG—some people say it doesn't even knock the tank down. It's funny—even if two people hit it, the tank just kills them again.
    It's okay, BF is a new game for DICE. 

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