1.6 feedback
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hairyballs
- Posts: 46
- Joined: 2018-04-18 18:06
Re: 1.6 feedback
Maybe the devs should add a 10 minute period where you cant move while picking up another kit so it can simulate you untying your boots to put the new ones on. Maybe the devs should simulate you needing a shit mid fight by randomly having you stop moving for 5 mins.
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Nate.
- Forum Moderator
- Posts: 3018
- Joined: 2012-07-09 20:44
Re: 1.6 feedback
As we can see from the above posts, the realism argument can easily be applied for both arguments.
So let's focus on the gameplay aspects.
So let's focus on the gameplay aspects.

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Bastiannn
- Posts: 128
- Joined: 2016-09-09 07:00
Re: 1.6 feedback
It's a gun that you've never fired,
you have no clue where the safety is
you've never fired any gun in your life except the one that was issued to you.
Same thing with the grenades and the first aid kit.
The guy you killed is lying on his grenade so you need to move his body first,
the gun is covered in mud and needs to be cleaned,
I haven't read something more disconnected with this game in a long time.you don't know whether there is still a round in the chamber...
If you go as far as to say "Well, you see, the 15 second delay is realistic because it replicates a looting technique, such as having to move the body over to pick up his grenades then learn how to pull the pin then learn how to throw it because after all its a grenade you've never used or thrown. Oh! And the pin is stuck because of the MUD, so you gotta clear the mud first!".
Hey, using a bandage to patch yourself when bleeding actually takes time, maybe the patch animation should be increased from a couple of seconds to a few minutes?


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hairyballs
- Posts: 46
- Joined: 2018-04-18 18:06
Re: 1.6 feedback
Gameplay wise it adds nothing, lowers the skill ceiling and makes team fights clunky.
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CAS_ual_TY
- PR:BF2 Contributor
- Posts: 926
- Joined: 2016-01-04 12:30
Re: 1.6 feedback
What is the damage drop-off for the M1? Maybe make it so the Kar is a lot better in ranged fights but keep the M1 being better in close quarters (obviously)?
The commander seats in tanks need a way to duck. You already die to 1 shot from most weapons.
Another seat for 2-manned vehicles would still be great: https://www.realitymod.com/forum/showth ... p?t=145561
Brecourt Assault AAS Std: Extend the US DoD so this weird corner isnt in there. There are a couple spots along that line that allow you to completely destroy the US team. Maybe give the US team a 20 min delayed logi even if they dont take the first flag. Yes I get the idea of the layer, but if the assault fails in the first 20 minutes then US kinda gives up unless they get something new to work with. Also move up the US rally point in H1 a bit (there is no reason the let everyone run those extra 50m in the beginning) and move the crate off the crossroad; you can camp/prefire that with an MG along the road.
Merville: Fix the flags. US will always take the outside of the bunkers area, so once they have the first flag they also have the rest. No point in having the flank objectives after taking the actual objective.
Generally also fix the bleed. The bleed mechanic seems to be completely weirded out. Especially on Omaha large.
The commander seats in tanks need a way to duck. You already die to 1 shot from most weapons.
Another seat for 2-manned vehicles would still be great: https://www.realitymod.com/forum/showth ... p?t=145561
Brecourt Assault AAS Std: Extend the US DoD so this weird corner isnt in there. There are a couple spots along that line that allow you to completely destroy the US team. Maybe give the US team a 20 min delayed logi even if they dont take the first flag. Yes I get the idea of the layer, but if the assault fails in the first 20 minutes then US kinda gives up unless they get something new to work with. Also move up the US rally point in H1 a bit (there is no reason the let everyone run those extra 50m in the beginning) and move the crate off the crossroad; you can camp/prefire that with an MG along the road.
Merville: Fix the flags. US will always take the outside of the bunkers area, so once they have the first flag they also have the rest. No point in having the flank objectives after taking the actual objective.
Generally also fix the bleed. The bleed mechanic seems to be completely weirded out. Especially on Omaha large.


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axytho
- Posts: 155
- Joined: 2019-03-25 22:32
Re: 1.6 feedback
For gameplay, I agree with Hairy and Bastiann that the 15 second timer doesn't add much.
Last edited by axytho on 2020-05-02 14:26, edited 2 times in total.
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transpilot
- Posts: 109
- Joined: 2019-02-28 06:25
Re: 1.6 feedback
Same goes for mortars. Gameplay wise having prebuild mortars with crates next to it just breaks the gameplay. If you want more realism play arma.
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Web_cole
- Posts: 1324
- Joined: 2010-03-07 09:51
Re: 1.6 feedback
Having friendly dots stick around longer after death is not a good change. It muddies the UI and makes your map feel pointlessly unreliable. If there is no way to to unlink that from the kit drop timer then I'd rather have the clean and easy to parse UI.




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STompa
- Posts: 278
- Joined: 2014-12-17 10:54
Re: 1.6 feedback
hairyballs wrote:... it just makes team fights a lot more awkward, especially when squadleading cos you don't know who's dead and who's not due to the player dots still being visible until the kit is dropped. It's gotten me killed several times already, kills which could have easily been avoided otherwise. Ask anyone who knows what theyre doing in inf and they'll tell you its retarded and pointless.
This is a really good point actually. It's confusing that the dots don't dissappear when a person dies. It's obviously an important part of "teamwork" and awareness in game. Like one guy in your squad gets killed and said "enemies on me" the first thing you do in many situations is to open the map and see which dot dissappears.
"You on the other hand feel that it is fine to abuse the poor bf2 engine to the maximum just for that few lousy kills and score, where we restrain from this because we want more immersive experience. " - *NwA* Alchemist
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axytho
- Posts: 155
- Joined: 2019-03-25 22:32
Re: 1.6 feedback
It adds a rationale for the US to push and destroy these mortars. But removing the crates might be a good idea.transpilot wrote:Same goes for mortars. Gameplay wise having prebuild mortars with crates next to it just breaks the gameplay. If you want more realism play arma.
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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: 1.6 feedback
Is there any way to make the dots a different color or shade of green? Or maybe add a wounded icon the medic sees?
Xact Wicca is The Joker. That is all.
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STompa
- Posts: 278
- Joined: 2014-12-17 10:54
Re: 1.6 feedback
The medic sees it, but sometimes the rest of the squad needs to know where someone has died.Wicca wrote:Is there any way to make the dots a different color or shade of green? Or maybe add a wounded icon the medic sees?
"You on the other hand feel that it is fine to abuse the poor bf2 engine to the maximum just for that few lousy kills and score, where we restrain from this because we want more immersive experience. " - *NwA* Alchemist
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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: 1.6 feedback
Squad Leaders used to see this in a previous patch?
That would be sufficient?
That would be sufficient?
Xact Wicca is The Joker. That is all.
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: 1.6 feedback
We changed it to 10 seconds for 1.6.0.3. We'll see from there what to do.
Thanks for the feedback so far.
Thanks for the feedback so far.
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UncleSmek
- Posts: 1027
- Joined: 2008-09-02 05:07
Re: 1.6 feedback
Nice update, thanks, but pls change the player dots to normal again, When a lot of friendlies die in one spot it gets kind of consfusing who's who and would def not be a good thing for newer players or less skillful ones.
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SergioSA
- Posts: 26
- Joined: 2017-08-19 15:48
Re: 1.6 feedback
Guys, is it just me or the night(large) layout of Omaha is too dark. I couldn't see anything or even move, except when flares are around...
This could be my monitor maybe, but other maps that are dark look fine, for example Black Gold Ins...
Is there any way to fix this?
This could be my monitor maybe, but other maps that are dark look fine, for example Black Gold Ins...
Is there any way to fix this?
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hairyballs
- Posts: 46
- Joined: 2018-04-18 18:06
Re: 1.6 feedback
Down from 15 to 10 seconds now. 10 to 5 next and then fully reverted. Keep fighting brothers. Maybe they'll even remove the RNG vehicle stuff next.
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axytho
- Posts: 155
- Joined: 2019-03-25 22:32
Re: 1.6 feedback
The real feedback is: Thank you so much for this update, it is hard to express how awesome it is! (The kit timer thing is the only thing we could complain about).Mineral wrote:We changed it to 10 seconds for 1.6.0.3. We'll see from there what to do.
Thanks for the feedback so far.

