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INsoMnIA_9335's avatar
INsoMnIA_9335
Rising Novice
8 hours ago

Launcher Nerfs / Vehicle Balance

Hey Team!

The latest patch that adjusted some of the vehicles and launchers - is really impacting the game negatively. 
The only viable launcher is now the MAS 148. Unfortunately, lock-on with the MAS 148 is very bugged. A bush, some grass, or a tree will disable lock-on, allowing the now "Mobility Enhanced" vehicles to hide from engineer fire very easily. Thermal smoke should block the launcher's ability to lock-on. Unfortunately, ALL smoke does. And what is the point of laser designating vehicles if the Javelin (or other launchers) cant lock-on through obstacles?

Since the MAS 148 is the only viable launcher, and tanks can constantly dodge it or hide behind a medic's smoke grenade, and are now nearly impossible to kill. They roam the map without consequence and feel overpowered and unfair. Now, the only way to quickly take out a vehicle is with another Tank.  Other launchers like the LAW and the RPG are like firing tennis balls at tanks, and since they no longer immobilize tanks, the tank can, again, just run away, using their ability to fully boost away since there is no longer a boost cooldown.

I feel, and most of the community feels, that this "balancing" has harmed the overall feel of the game. 

It's not fun to play on a map where a tank can sit on the edge and endlessly get kills. Its not fun to have non-viable air launchers that cannot take down a helicopter or jet that is dominating the play space. Laser-designations should be able to be locked onto, regardless of cover and/or altitude (with the exception of thermal smoke). It is not fun to play a game where only one strategy feels viable, which is either be in a tank, or die to a tank. Splash damage of the HE rounds in all tanks should be increased by at least another 1.5m, allowing them to be a viable anti-infantry or crowd control option. The fire rate of the cannon in the IFV needs to be increased, especially when using armor piercing ammunition. I understand that the intent was to make the IFV less of a "Vehicle vs Vehicle" tank, but now it feels useless and underpowered, when compared to (what is supposed to be) its slower, harder-hitting alternative, the main battle tank.

The Armored Car (Troop Transport) should not have as much health as it does. It currently feels stronger than a tank, taking more than SIX SHOTS from an RPG7-V2 to kill. It has no weak spots, which should be its strength, but it is overpowered, and nearly unkillable due to these vehicle "balance adjustments"

My Suggestion:

Return the RPG-7V2 to its original damage value, and increase its projectile speed slightly, but make the path of the rocket less predictable, similar to an actual RPG. The MBT-LAW should have its damage increased to slightly below the RPG-7V2's original value, but it should be extremely accurate, with very little projectile drop. The M136 AT needs a significant boost in damage (still) and should have a slightly faster projectile speed. The SLM-93A needs a significant reduction in its lock-on speed. It takes much to long to lock. The IGLA needs to have a significantly reduced lock on speed and a faster projectile speed. And as for the MAS 148 (Javelin), It also needs a significant increase to its lock speed, and regular smoke should NOT block lock-on. A tank (or a ground-based cannon) should be able to be locked-on to if it is laser-designated. The laser designator should be tool to circumvent "normal" countermeasures (aside from flares or thermal smoke). 

Tanks should maintain their armor and weak spots, and their "quick health regen" out of combat, and the armored troop transport needs roughly Half the health it does now. 

Also, I read through the cheating update. There has been an influx of console players due to sales and the launch of season three. (which is excellent!) HOWEVER - players cheating using devices such as a Cronus Zen - a cheating device that manipulates controller inputs to provide advantages such as anti-recoil, rapid-fire, and aim-assist abuse - still continues to be a severe problemDetection of this kind of cheating needs to be increased. I run into 2-5 cheaters per match. 

Lots of players have suggested that disabling cross-play would enhance the experience of all communities, should players on console not want to play against pc players and vise versa. 

Thanks for your time, and keep up the hard work!

- Parz

 

1 Reply

  • IMHO there is only 3 things that would be fair to change in the favor of the infantry:

    1. buff mines somehow, they are too easy to avoid now
    2. the thermal smoke should not affect the C4, if someone lets you put this much c4 on their tank, there should be hell to pay
    3. Maybe restore the 2 hit kill on the rear of the tanks if it is a clean rear hit.


    Anything else is normal and the tank (that is used effectively) should be an oppressive presence that should force an unprepared team to adapt or have a bad time

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