Page 10 of 11

Re: [Official] General Feedback

Posted: 2013-07-15 07:24
by viirusiiseli
Daytrader wrote:Agree, very good points, 5 meter would work great, especially for medic healing.
Even 30 meter distance, to increase squad cohesion. In 1.0 beta you would be oblivious to where your squad mates were. Unless you spammed mumble constantly, which makes you less concentrated on enemies.

With removed nametags you have 2 choices in a squad.

a) Keep comms clear and have no idea where friendlies are, making the squad unorganized but able to hear enemies.

b) Keep talking to squad mates excessively in order to know their location (and whether they're a smurf or a SM) and stay together which leads to the squad easily being attacked without knowing it.

Imagine being the squadleader and attempting to assault an objective, but doing so without knowing where your squadmembers are unless you open your map every 5 seconds or talk to them constantly. Not practical.


Since this is the general feedback I'll throw a couple of points here while they still may have some impact.

I've noticed a lot of changes toward vBF2. Smaller vehicle spawn times, shorter cooldown for area attack, easier spawns (rally point system) and deviation being too tight. It feels like you guys are aiming too far away from 0.98, which to be honest was the most working release so far.

In my opinion the only big thing that required fixing was deviation being a bit too big. Smaller spawn times for vehicles lessen the importance of assets, rally points remove the need of logistics and lessen a players life value, area attack cooldown makes setting up defenses for an objective rather worthless since they can be devastated every 30 minutes and deviation being as it was in beta encourages personal skill and lone wolfing since you can respond very fast to enemy attacks by yourself.

Re: [Official] General Feedback

Posted: 2013-07-15 10:04
by Daytrader
When useing local mumble key, do the enemy also hear you if there close enough ?

Re: [Official] General Feedback

Posted: 2013-07-15 10:32
by Zander
viirusiiseli wrote: Since this is the general feedback I'll throw a couple of points here while they still may have some impact.

I've noticed a lot of changes toward vBF2. Smaller vehicle spawn times, shorter cooldown for area attack, easier spawns (rally point system) and deviation being too tight. It feels like you guys are aiming too far away from 0.98, which to be honest was the most working release so far.
I really hope that those issues (Smaller vehicle spawn times, shorter cooldown for area attack easier spawns (rally point system)) were only for BETA-TEST purposes.

Re: [Official] General Feedback

Posted: 2013-07-15 21:51
by 40mmrain
viirusiiseli wrote: I've noticed a lot of changes toward vBF2. and deviation being too tight.
hmmm? the weapons in vanilla bf2 have absurdly high deviation

Re: [Official] General Feedback

Posted: 2013-07-17 15:27
by Hietaa
viirusiiseli wrote:I've noticed a lot of changes toward vBF2. Smaller vehicle spawn times, shorter cooldown for area attack, easier spawns (rally point system) and deviation being too tight. It feels like you guys are aiming too far away from 0.98, which to be honest was the most working release so far.

In my opinion the only big thing that required fixing was deviation being a bit too big. Smaller spawn times for vehicles lessen the importance of assets, rally points remove the need of logistics and lessen a players life value, area attack cooldown makes setting up defenses for an objective rather worthless since they can be devastated every 30 minutes and deviation being as it was in beta encourages personal skill and lone wolfing since you can respond very fast to enemy attacks by yourself.
I don't get why people keep telling lower deviation leads to lone-wolfing. Yes it's easier to kill enemies faster because you hit where you are actually aiming, YAY! I would even argue having harder to hit weapons and higher deviation actually makes lone wolfing easier. Yes it's harder to kill the enemies but it is also harder for them to kill you which is the most important part while lone wolfing. To actually get something done you need to stay alive. Staying alive is much easier when your average pub player can't hit you at all beyond 100m if you are running away. Better players will always be able to kill 2-4 enemies even when they are together. That's just how fps games work and no matter how much deviation you add there is no way around that. Actually if you make aiming harder and the rifles harder to hit the better players are the ones who have the advantage because they can learn how to use the deviation to their advantage.

Yes having lower deviation has it's impact on the speed of gameplay but I'll be happy to take a bit faster gameplay, especially if it makes attacking objectives somewhat legit strategy in a game between 2 similarly skilled teams. Defending teams will always have an advantage over an attacker but the way deviation is at .98 you just want to sit in a defensive position and wait for attackers. Makes for really damn boring gameplay.

Other thing I don't get is what people have against personal skill. Yes some people are better at the game at others. Should they be nerfed so that they can't do anything more than an average player? NO. It gives no incentive to play the game at all when you know that no matter how much time you spent practising stuff you will not be able to achieve anything more than you already can with a decent team. The game is a shooter for the love of god. I personally play shooters to shoot people, not to move around in a tactical formation. If I wanted a strategy game I would go and play a RTS. I like the bit slower paced gameplay PR has and that it is so teamwork oriented but that shouldn't be a reason to punish every player by giving then guns that can't hit anything unless you hold still for 4 seconds.

Now that we are on the topic of guns and deviation lets go to suppressive fire. Yes having effects for suppressive fire is cool and all but trying to actually make suppressing fire effect someone in a video game is never actually going to work, ever. No matter how much effects there is on my screen I still won't actually die permanently even if I happen to stick my head up. This just leads to people waiting for the guy who is suppressing you to run out of ammo on his mag and just stick up, wait for him to show his head again and pop him.

EDIT: I just read the first part of your post and just...
viirusiiseli wrote:With removed nametags you have 2 choices in a squad.

a) Keep comms clear and have no idea where friendlies are, making the squad unorganized but able to hear enemies.

b) Keep talking to squad mates excessively in order to know their location (and whether they're a smurf or a SM) and stay together which leads to the squad easily being attacked without knowing it.

Imagine being the squadleader and attempting to assault an objective, but doing so without knowing where your squadmembers are unless you open your map every 5 seconds or talk to them constantly. Not practical.
c) Look at your map every now and then. It's not that hard to figure out where friendlies are going to go when assaulting an objective.

Re: [Official] General Feedback

Posted: 2013-07-18 14:21
by Heskey
I know the rally point feedback thread is closed, but the more and more I think about my pro-RP views, I'm changing them in favour of keeping things how they are.

I forgot that when RPs worked as locateable spawn points, FOBs weren't big things (or even around, if I recall).

FOBs should be the main spawn focus, and RPs become a last ditch temporary resort. There is probably an argument for their removal also.

As the scales balance heavier on either side, the reliance/importance of the other scale diminishes.

Removing RPs will increase the strategic value of FOBs ten fold.

Re: [Official] General Feedback

Posted: 2013-07-18 20:25
by 40mmrain
that's half the reason fobs and assets require a lot more coordination and such to destroy. An FOB location can be overrun or compromised but still be recovered or simply used if the enemy leaves.

Secondly, a FOB is a great way to indirectly command your team to attack from a certain direction or to attack at all. If you build a good FOB squads will spawn there without your order. With rallies you can only direct your squad.

FOB utility is still existent.

Re: [Official] General Feedback

Posted: 2013-07-19 19:48
by amd_dude
I tried to search the thread for AK, AK-74, etc but couldn't see if this was posted. Apologies if I'm beating a dead horse.

The recoil of the 5.45 AK variants seems way too high. If anything, it should be lower than the AR/M4/M16 variants. AK's are pretty heavy and 5.45 is a relatively small caliber. I'm thinking a little lower damage, less recoil, more accurate.

The recoil of the 7.69 AK variants in the game seems a tick high but not as far off.

The FAL also is a little high on recoil.

Very impressed with the beta overall, excellent work.

Re: [Official] General Feedback

Posted: 2013-07-20 15:20
by saamohod
amd_dude wrote:I tried to search the thread for AK, AK-74, etc but couldn't see if this was posted. Apologies if I'm beating a dead horse.

The recoil of the 5.45 AK variants seems way too high. If anything, it should be lower than the AR/M4/M16 variants. AK's are pretty heavy and 5.45 is a relatively small caliber. I'm thinking a little lower damage, less recoil, more accurate.
I believe the AK74 issue was reported several times during open beta period. Hopefully Devs have noted this.

Re: [Official] General Feedback

Posted: 2013-07-20 16:12
by ryan d ale
Post 1.0 Beta BF2 and PR will not get load.

PR splash screen sometimes appears, followed by blank screen (as though it is working).

Task managed reveals application: BF2 Memory Error.

Re: [Official] General Feedback

Posted: 2013-07-21 20:52
by LoopyChef
For USMC when you request the DMR left click should be the suppressed version.

Re: [Official] General Feedback

Posted: 2013-07-21 22:32
by Raklodder
What needs to be fully removed is the time between you have entered a vehicle's weapon, or mounted a stationary heavy machine gun, because that is indeed a waste of time while trying to fire and it don't, which usually ends up having me killed, and I'm dead tired of it, not to mention them madman motorbikes.

Posted: 2013-07-22 03:42
by K_Rivers
saamohod wrote:I believe the AK74 issue was reported several times during open beta period. Hopefully Devs have noted this.
It has been noted, thank you

Re: [Official] General Feedback

Posted: 2013-07-23 13:26
by Kerryburgerking
The russian RPG-7 BUIS isn't adjustable.

Re: [Official] General Feedback

Posted: 2013-08-02 13:16
by Rezza
Are there a lot of server crashes in the 1.0 release or is it me?

Re: [Official] General Feedback

Posted: 2013-08-02 17:47
by Spec
Two Support-related posts removed, please put those into the correct forum section so the Techs can find it.

Re: [Official] General Feedback

Posted: 2013-08-02 20:56
by Tarranauha200
Bullets(and even knife) make sparks when they hit metal. This is very unrealistic and the only effect that I dont like in this release.

Its nothing to do with tracers as weapons that fire normal bullets also produce that effect.

Re: [Official] General Feedback

Posted: 2013-08-03 02:46
by Spec
EDIT: I thought I was in a different thread! I'm sorry!

New post:
I think that was artistic license more than anything. I agree that the sparks are unrealistic.

Re: [Official] General Feedback

Posted: 2013-08-03 10:18
by Oddball
No tags over friendlys and 100p servers= ruined half of PR.

Re: [Official] General Feedback

Posted: 2013-08-03 10:36
by HunterMed
Without the name tags the uniforms should be colored a bit differently to make an easier distinction. Just a tiny bit more different color on the opposing teams.