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Artaxiad300062

Gameplay features that need fixing/reworking and thoughts on current state

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I don't know what is wrong with the game, it could be the fact that tanks have been rendered useless with rpg spam, mines, and airstrikes/artillery, but in most matches I play now, my team is doing very well, and is well ahead of the other team, until about 25 minutes left of game time, then the enemy team starts spamming strikes, and simply dominating, and no matter what my team tries, the other team is simply capping faster and holding more objective. It may be due to some squads not doing what they are suppose to and letting down their other teammates, I don't know. Perhaps the game needs a team balancing feature, or a rework on strikes because I think they take away from skill and tactical based gameplay, I just don't enjoy the game as much anymore. It is not because I am not doing well, I easily place top of the board with over 20k score, but in the end, the matches feel rough and lack fluidity. About half way into the game around 2500 score, it's mostly a defending game, running back and forth between your objectives because 1 or 2 enemies are trying to cap them alone. And something needs to be done about Tanks and how their threat level has deteriorated, offensively they work fine, but defensively they have become very week. RPGs are already a huge threatto them, one man can easily take down a tank by sneaking around corners and shooting at its bumper, but C4, mines, have also become very effective, if you factor in the optics can also easily be destroyed, tanks have become very weak overall. They went from holding their own and providing enough support to help their team hold a position, which a skilled tanker should be able to do, to be effortlessly bullied and forced off objective with their optics shot and RPG spammed. Perhaps better smoke grenades is needed, since the tank smoke grenades are an inferior version of infantry smoke grenades. I don't want tanks to be one man armies and just going around and looking for easy kills, this would take away from the skill/strategy based gameplay. However, in their current state I can say they are far worse, something in between would give a better experience. 

Suggestions: When capping and enemy objective, it takes much longer than capping a neutral objective, I remember in Battlefield games, you would have to neutralize the objective before making it your own, it would effectively take twice as long to capture an enemy point. I think this is a huge problem right now, because a solid team would be advancing after capturing 2 objectives, but immediately the enemies would be directly behind them, such as A1 on Warsaw, as well as flank spawns which are imbalanced on most maps. It forces the teams to constantly run back and forth, sometimes I don't know if I should defend or continue advancing, since I don't know what the other squads are doing, it causes alot of confusion and "strategy" simply doesn't work as either decision ends with being  finessed by the enemy team, you lose your objectives while advancing to take their objectives, it's just a circle of chaos. I think it would help if as squad leader, I knew what the other squads were doing, so I can plan my next attack/defensive. 

Airstrikes/Artillery, very annoying, perhaps airstrikes can become an overall squad command, executed by the leader, it would cost a sum of the overall squads score and it would be very effective and strategic, whereas right now all we have is spam. Is the enemy team already capturing your last captured point? Good, then spam artillery until we have the time to go and defend the point... It's not a fun gameplay feature, it is just tedious and annoying. Having it be squad based and much more expensive, would make it less and more strategically, not spammed continually. 

Guns/Recoil: I know the current recoil system was done to force burst firing, but in honestly I never had a problem not burst firing, people were already bursting past 50-60 meters, which is realistic enough. Instead weapons feel very inconsistent, and you will sometimes find a sweetspot, like right now the G36 has become top tier, accuracy, recoil and rate of fire, making it miles ahead of most other ARs. The recoil system we have before was much more favorable, as most people I have talked to have agreed. 

Armor: The change in the armor system didn't do anything fruitful, it has become very hard to equip the heaviest steel armor, you can maybe run an smg if you try to equip it, while nothing else works. I think armor should belong to class, AR-Medic class should have light armor, AR-Ammo should have the option to get medium armor, Snipers and LMGs should be able to equip the heaviest armor, to prohibit this aggressive sniper bs, and have them focusing medium-longe range instead of 1 shotting you in hip fire like you see in TDM, and LMG's should be encouraged to prone more and I know the true LMG players to prone, but it should be more fluid in being a wide open target with heavy armor, tanking damage and laying down 100s of rounds either attacking or defensive objectives, this should also help mounting the bipod on any flat surface. These are all things that should really be no brainers in smoothing out the gameplay. Maybe there should be classes, I know devs don't want that from the launch, but perhaps we need it, classic BF types of classes, so each squad gets one or is encouraged to get one, instead of 5 dudes with med kit and AR, or 5 dudes with ammo pack and PKM. Also the guys that equip Sniper and AR should have some type of penalty besides speed, perhaps they are slow and have the lightest armor at the cost of being able to engage at all ranges. Perhaps no more than 2 of the same types of specialization in a squad, so if 2 already have med kit, the others have to choose something else. Also, the armor plate should cover the entire torso, no more gut shots please. Either use armor piercing for the chest, or aim for the head. 

Tank Squad: I was also considering a specialized tank-expert squad, which will be automatically assigned at the start when the first player gets one of the stock tanks, his team will be assigned with following the tank driver, giving it backup, fending off RPG spammers and helping it capture/defend points. This would be easier to do when the player cap is increased to 40, you will have 3 regular squads and one specialized tank squad, and the tank squad should have an increased ability to repair the tank and resupply it some ammo. I normally have trouble when I am a tank and my team has capped all the objective on the outside and I am also squad leader, I cannot reach the objectives inside structures, so instead I would be happier if my squad followed me outside the structures and helped to look out for enemy team attacking outside objectives. Alternatively, if a team is losing badly with over 1000 points behind, perhaps they can be given tanks in flank spawn, to try and win back some objectives. 

 

Anyways, I hope some of these things are considered or devs have much better ideas that they have planned all along. I know the focus is on upgrading engine, reworking animations, and preparing for free-weekends, these things must be fixed to bring this game into a positive light. It is already a good game, but I don't play it seriously, and you can't, half the time it feels like something is wrong or not working as intended. 

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I'll agree with the idea about increasing amount of smoke grenades on vehicles. Something like 4 grenades will be fine.

All other ideas... If ur team sucks - ur team sucks. U have all the same strikes available and if u start to lose after first half it is ur team fault. 

About tank squad. Usually in the game there is only 1 guy who's coming closer to u and repairing ur vehicle if he has seen that ur armor is damaged. And u with 80% of ammo need to return to repairing platform because ur "teammates" are bunch of ignorant noobs. If ur teammates don't want to support tank and be supported by it - whose fault is that ur team is losing? I've seen 30%HP tank with 6-7 infantryman around it capturing the  CP. After the capturing tank was still 30%HP. It was when I was looking at both allies and enemies capturing the  CPs. It will be better to punish players for not repairing the vehicle when there were chances to do.

But yes the amount of smoke grenades IMO should be definitely increased.

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Of course both teams have the same strikes at their disposal but still I agree that the raw number of strikes - especially artillery and air strikes - is very high. And if there's a smart and genuine way to make the large off map strikes squad based I would definitely back this idea.

In another thread someone proposed that strikes are guided by the players by painting the target with an infrared or laser marker - an interesting idea in my opinion.

Concerning the recoil I agree that guns feel sometimes weird and inconsistent but I am not sure if that is because of the recoil or the enormous scope sway. Even while proned it is very noticeable and a horizontal sway can throw you of target easily. Furthermore the sway makes precise tapping fire annoying sometimes as the resting position of the crosshair after a shot might be below the point I shot at - I tested this yesterday. Instead of changing the recoil I would propose changes to the scope sway, i.e. a slight reduction overall and a function to hold your breath. 

 

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13 hours ago, tynblpb said:

I'll agree with the idea about increasing amount of smoke grenades on vehicles. Something like 4 grenades will be fine.

All other ideas... If ur team sucks - ur team sucks. U have all the same strikes available and if u start to lose after first half it is ur team fault. 

About tank squad. Usually in the game there is only 1 guy who's coming closer to u and repairing ur vehicle if he has seen that ur armor is damaged. And u with 80% of ammo need to return to repairing platform because ur "teammates" are bunch of ignorant noobs. If ur teammates don't want to support tank and be supported by it - whose fault is that ur team is losing? I've seen 30%HP tank with 6-7 infantryman around it capturing the  CP. After the capturing tank was still 30%HP. It was when I was looking at both allies and enemies capturing the  CPs. It will be better to punish players for not repairing the vehicle when there were chances to do.

But yes the amount of smoke grenades IMO should be definitely increased.

Well at least we agree on the grenades amount, and the tank squad was just an idea. Just from playing on my own and being squad leader while driving a tank, if my team controlled most outside objectives, then most infantry would run into the structures to cap their objectives, but when play cap is increased we could have the leisure of having a tank squad, one that follows the tank out side and defends/attacks objective, I think it would work better, with some infantry being available inside the tank crew, some on top, so it would be kinda bad ass imo, with a whole squad moving with a tank, like it is in real life, and that squad would have increased effectiveness in repairing/resupplying tanks with ammo.  

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12 hours ago, HeiligeRobbe said:

Of course both teams have the same strikes at their disposal but still I agree that the raw number of strikes - especially artillery and air strikes - is very high. And if there's a smart and genuine way to make the large off map strikes squad based I would definitely back this idea.

In another thread someone proposed that strikes are guided by the players by painting the target with an infrared or laser marker - an interesting idea in my opinion.

Concerning the recoil I agree that guns feel sometimes weird and inconsistent but I am not sure if that is because of the recoil or the enormous scope sway. Even while proned it is very noticeable and a horizontal sway can throw you of target easily. Furthermore the sway makes precise tapping fire annoying sometimes as the resting position of the crosshair after a shot might be below the point I shot at - I tested this yesterday. Instead of changing the recoil I would propose changes to the scope sway, i.e. a slight reduction overall and a function to hold your breath. 

 

Yeah, maybe with a binocular a player can target an area, but then it would take confirmation from squad leader to use and overall score to call the strike. 

Devs have changed the recoil many times, the reason for this current recoil system was to force players to use burst more, apparently people were doing fully auto down range and they didn't like that. I mean they could have simply increased vertical recoil a bit, but that's not what they did, they added this left and right horizontal recoil that get's activated when you try to shoot fully auto. It makes the guns feel inconsistent and create even more inaccuracy.  But it should be something that will be easily fixed and made better. The scope passed 2x are indeed really flickery and bugged, and that probably adds to the weird recoil. 

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I am not sure if it is truly the recoil which leads to this inconsistent behavior. I mean it can easily be tested in the warm up phase and shooting whole magazines into a wall reveals patterns which one should easily be able to manage. BUT if a full auto spray takes place during a horizontal sway phase it becomes a fucking mess because it is so significant that muscle memory won't help much. So my suspect is the scope sway.

But I will test this again. According to my knowledge going prone does not change the recoil but as mentioned the scope sway. If my theory is true the recoil patterns with a bipod compared to a standing positions should be more consistent especially horizontally while the overall vertical amount of the recoil should be the same.

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Well, I partially agree.
As well, I am against classes (tired of being useless rifleman in BF4).  Just if gutshot will be removed, armor will became a lot more useful. Tanks are weak due bugs: if APS and jammer work, they will be a lot more durable. And I support idea to make ALL strikes available only for squadleader, but, I think, community will crucify me for that X_X

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On 6/12/2019 at 3:55 AM, Artaxiad300062 said:

 

Airstrikes/Artillery, very annoying, perhaps airstrikes can become an overall squad command, executed by the leader, it would cost a sum of the overall squads score and it would be very effective and strategic, whereas right now all we have is spam. Is the enemy team already capturing your last captured point? Good, then spam artillery until we have the time to go and defend the point... It's not a fun gameplay feature, it is just tedious and annoying. Having it be squad based and much more expensive, would make it less and more strategically, not spammed continually. 

 

I also agree that Airstrikes / Artillery can only be called if the infantry sees or marks the location of the strike.

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21 hours ago, †FeuerEuphorie† said:

And I support idea to make ALL strikes available only for squadleader, but, I think, community will crucify me for that X_X

No, I think a fair amount of the community is also tired of artillery and airstrike spam. 

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On 6/12/2019 at 4:43 PM, †FeuerEuphorie† said:

Well, I partially agree.
As well, I am against classes (tired of being useless rifleman in BF4).  Just if gutshot will be removed, armor will became a lot more useful. Tanks are weak due bugs: if APS and jammer work, they will be a lot more durable. And I support idea to make ALL strikes available only for squadleader, but, I think, community will crucify me for that X_X

If that were the case, I would make myself my own squad every game. I've seen the general shooting and mental ability for the majority of the playerbase and I don't trust they could or should handle that. 

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On 6/13/2019 at 2:20 PM, Artaxiad300062 said:

No, I think a fair amount of the community is also tired of artillery and airstrike spam. 

I'm only tired of it in the sense that probably half the times I see them get called in they're placed horribly or the person doing it forgot to wear their thinking hat that day.

The fact that this game allows for freedom is what's great. Having a squad is recommended and obviously beneficial for strength in numbers, but a player who prefers to move at their own pace still has the choice to contribute on their own. 

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