5 years ago
To many memes
I do love the BF community but some of you are just whacked. Some demand that players learn to adapted, face challenges and think more tactical while demanding - we all wear the same uniforms. -...
game has always had reload animation.
but starting in BF1 they started adding a new class of animations. and BFV doubled down on those. And now the game is animation central. enter/exit animations being particularly annoying. but others are as well like the "fell too far animation" and the revive animation.
I think the cure was worse the disease for most if not all the new classes of animations.
at best the animations themselves are pretty much all horrible to look at day in and day out. at worst they really make the game less fun to play overall.
I'm willing to sacrifice some "immersion" in favor of a smooth running game. Enter exit aren't needed, the hold X to enter on BF4 works just fine, doesn't disrupt the flow, and is completely forgivable in the big picture.
I assume by enter an exit animation people are referring to entering vehicles. These are absolutely essential to keep for balance reasons as previously you could attack someone repairing and they could insta warp into the vehicle and effectively counter attack. Same issues exists with exit animations. gunner can just pop out and flank someone. These animations are sensible, practical and by and large well executed. No more than you should have instant reloading weapons should you be able to instantly make yourself immune to small arms fire while dramatically increasing your offensive capabilities as you do when you enter a tank. I shouldn't have to wonder whether a person entered a tank or lost their internet connection when they disappear.
There is precisely ZERO reason to legitimately criticize these vehicle entry/exit animations and any attempts to do so can be easily dismissed as can likely their authors.
OTH you have patently absurd animations like sliding which are both unnecessary and poorly implemented. Sliding deserves all the animosity it has garnished and then some.
enter/exit animations aren't essential given they weren't in the franchise for ~15 years.
And they aren't well executed at all. The animations are hard to look at day in and day out with how much the camera moves around and they take too long too.
Yes they do stop some 'unfairness' but at the expense of lots of other fun and practicality. ...because, for one, most of the time you're just getting in a vehicle without an enemy around. And yet now you can't just hop in and go. You gotta watch that micro movie over and over and over every round. You can't hop out of the vehicle either when you encounter some enemies. If you try to hop out in such a case you'll end up a ways away and/or you'll be executed because you're sitting duck in BFV when trying to get out of a vehicle. All because you gotta go through the 2-3 sec animation. A lot of spontaneity is lost. Parachuting is more lame with the 2-3 second delay. Jumping out and repairing vehicles isn't very doable now either.
The animations really annoy the player when they jump into a vehicle then decide to jump in a different vehicle for various reasons. In those situations , you're forced to watch 3 micro movies in a row. A lot of practicality/ease of use is lost. And annoyance is increased.
Animations also just created a different kind of unfairness. Now the guy in the jeep, for example, who was already a bit of a sitting duck, is really a sitting duck since it takes 2-3 seconds to get out of the jeep. Any guy getting into a tank is now served up on a platter for enemies sitting in bushes. The last second escapes from a vehicle about to blow up aren't as fun either.
Also it's untrue you couldn't kill a guy (while he was repping a vehicle) before he hops back in. Did it all the time. There's already internet delay as it is so a player can't react right away as it is so if you land your shots, especially headshots, you're going to drop the guy quite often. As it was, a rocket or sniper rifle etc could take out the guy in one shot already. Also the better move was to steal the vehicle instead if the repair guy was the driver. That ability is largely taken away.
So the end result has been less fun overall in order to solve some minor esports influenced technicality. In other words, the cure is worse than the disease.
Last, even if the repair guy gets back into the tank, you've forced him to stop his repair. That's a positive most of the time because there's a good chance the tank remains low on health and vulnerable. Ready for you or a teammate to take it out.
I'm not that bothered either way about enter/exit animations but hopefully the next game will have slower ttk so they wouldn't make as much difference. There are other problems though like having to line up perfectly with a door, interaction with scenery (bouncing), having trench networks right outside/in regen.
Also on panzerstorm jeeps exploded when hitting tiny dry stone walls that went everywhere so you had a car that dies in 1 shot to a tank with a driver that dies in 1 shot to a sniper, with a windscreen that could be shot down to shoot the driver from front/back/sides and with blockages everywhere on the map, making it pretty pointless to use.
I like the slower tanks but while BF1 had crazy designs with machine guns pointing out all directions giving them very good anti infantry and also being maneuverable, BF5 had extremely hard to maneuver tanks with all anti infantry capabilities facing the same direction as the main gun and the ttk/see it you can shoot it stopping external machine gunners with 360, with main cannon being deliberately useless with splash to infantry. So I'd like the see solutions for those. Also not a fan of the driver having no machine gun, if they need to retreat for main ammo often it just means they have to camp miles away or constantly go for resupplies which may annoy any passengers.
I'm also not convinced by having a spec tree/locked options but alternate ammo/firing options for soldiers and tanks was nice, and tank body customisation from the start of the game would be good and tank death animations I did like.
Would be nice to see some kind of armour on a vehicle to act as a shield to external passengers and narrow down the angle to shoot them from and possibly openable/closable doors on helicopters. Door closed the heli takes incoming fire/door open the players do.
It may also help if you have more certainty over where you're going to exit a vehicle so you can position it as a shield if you or others are exiting and for exiting to be quicker than entering. I'm really hoping for larger positions you can actually have fights on too with less dead space between them and more cover/foliage all round preferably with not much blocking but that reduces visibility like pacific storm or the rushes near the bridge on al sundan first breakthrough sector. I love that waterfall area =P
I don't do much with planes but the one on the BF1 DLC was horrible killing from miles away with no counter, also people switching seats to rear gunner on BF5 and their plane flying perfectly straight feels unfair, also I expected planes bombs to be affected by more things like distance and speed but they seem to fall exactly where the aim is, I always assumed you would have to use that as a guide and account for other factors yourself with trial and error.
Also hoping all weapons will be available on release and any added later will be for balancing purposes rather than withholding stuff for crappy social media/mtx reasons and not a fan of nerfing the original weapons to create reward space just to get back to where you started from.
That's incorrect. They are not absolutely essential, or they would have been in the design phase with the first Battlefield. In my opinion they're more detrimental to the overall series than anything.
What is someone doing while the actual animation is taking place? Nothing.
Many variables pop up when it comes to animations in video games. One of the issues I think of is it directly unlinks your user from the game. They have no control over the outcome for x amount of time.
Realistically I dislike all video game animations that take control of my inputs. I look at it like nothing more than I'm not playing the game, the game is playing itself, but just my opinion.
Let me be more explicit since the either the original intent was was lost or you've intentionally warped it to aid your opinion. Vehicle entry animations are essential to the legitimacy of the modern Battlefield series and moving forward. They provide the observer player with clear visual queues as to when a player is entering or existing a vehicle, it serves as a balance mechanism to prevent vehicle entry/exit abuse, it adheres to the doctrine of representative realism (that is mechanics which while not simulation level realistic are designed to represent real life actions), and they provide the player with a smooth, logical transition to the vehicle UI.
What is someone doing while the actual animation is taking place? Nothing.
I guess check your phone, comb your hair, or squeeze your stress ball. Maybe you could buy a second copy of the game and use those 2 seconds to get in a little extra BF action. Bottom line: You do you
Many variables pop up when it comes to animations in video games. One of the issues I think of is it directly unlinks your user from the game. They have no control over the outcome for x amount of time.
No, yeah that's exactly what it is doing and it is working 100% perfectly in the case of vehicle animations (unless something has dramatically changed since I last played). When you choose to enter a vehicle you are making a conscious decision to lower your defenses while you board. The risk is that you can be shot while boarding so you need to do your due diligence and clear the area or smoke and dash. The reward is that you are entering a vehicle that dramatically increases your offensive/defensive capabilities along with your mobility.
When you exit a vehicle you are shedding your armored skin (presumably to save your life) at the cost of a couple of seconds of vulnerability.
I could understand the criticism if these were pure vanity animations with no context or benefit to the players but there is a clear symmetry here. They provide a distinct visual queue, enforce logical game balance and are not excessive in duration. Same thing with the medic revive - Risk vs Reward. Small window of vulnerability but in return a teammate is back in action.
There's a veritable motherlode of issues with the BF series (like sliding animations 😞) but vehicle animations are one area that we can all be content with.
the cure was worse than the disease.
anyone who played BF knew how to deal with enemies around vehicles. They knew the enemy could go back into the vehicle and adjusted their tactics.
And BF is full of situations where you don't have a counter. It's a 32 vs 32 player team based combined arms game. If a guy gets in an APC and you only have bullets left and you're the only teammate around then he gets in the APC and escapes. You gotta let the guy go. And request some help. He is very vulnerable if he went into a badly damaged APC. There is nothing wrong with this situation.
I don't recall anyone getting into jeeps in BF4 to avoid fire and then warping out to kill people. That's how often that happened. And again anyone worth their salt would know that could happen and would know to adjust their tactics. It's also not like guys in jeeps weren't vulnerable as it was.
And the guys popping out of tanks to fire rpgs never bugged much. For one , it's not much different than the guy just hanging out behind the tank or behind a rock near the tank and popping out and firing rockets. And a friendly tanker/passenger can do the same thing so tank vs tank is even. last, blow up the tank and problem solved.
Nevermind DICE could have come up with a better solution to a guy popping out with an rpg than a cure worse than the disease. Make the player complete his rpg reload outside the tank would go a long ways, for example.