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"What it comes down to, is that each weapon has a penalty and using the proper class negates that penalty. I don't think it's inconsistent or convoluted, but I'll agree with you that it's not all that intuitive what kind of advantage or disadvantage you're given when selecting your class and weapon." ~ ghostflux
First of all, all you guys are brainiacs and you really know your stuff, but I do have to come down on the side of what ghostflux says and I don't think at this late stage of the game (literally) it's at all necessary to begin tinkering with a system that's already in place.
It's fun to theory-craft but this is no longer the time for that.
- twing1ea2 months agoSeasoned Hotshot
I don't expect these changes to be implemented at launch, or even implemented at all. But I don't see the harm in brainstorming these ideas, possibly for future iterations of battlefield, or even just to add them to the idea vault. I don't think there's ever a wrong time for constructive discourse.
- cementerydriver2 months agoSeasoned Ace
Absolutely agree with your statement. The issue with their buffs are that the base stats for soldiers is already to high so anything they add is verily noticeable or pointless (Keep in mind BF players have learned to make up for low base stats with their own Personal gaming skills)
As you have pointed out removing the LMG penalty doesn't make a difference as you are running at the same pace as everyone else, there is no class that actually moves slow so we don't have anything to compare it too. To make matters worst the current base pace for players is fast tactical pace (walking) or sprint. Now I'm not saying they need to debuff since we know y they are doing this but what they can do is lower the base stat to what it should be so that each class buff or paths brings their stats up to were we are. This way it better emphasizes each unit and class. Example:
Currently Fire support has steady aim by mounting their weapons which should be useful but you have to sit the weapon on something so you can't move and are an easier target. On the other hand there are some weapons that with the help of attachments they are just as steady but they aren't locked in place. Even if fire support used a better weapon it would render its own ability useless as he no longer needs to sit his weapon to have steadier aim.
What I would propose is lower the base stats so you can raise them by creating synergy on each class. Example:
Fire support (low stats) bad sway and recoil will be negated by signature weapon + path skills + weapon accessories = steady aim
Its rough but if they applied something like this the buffs would make a huge difference with out the need of overcomplicated mechanics. Trial and error would be absolutely necessary to get the feeling right and which stats should be lowered or not
Personally I don't have a problem with the movement speed since movement mechanics have been address but I would like a stamina bar added.
Some stats they can lower are; recoil control, sway control, visual recovery (flash), health regen (activate and refill speed), stamina (currently is infinite), there are a few more but I think those would work better on hard core
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