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PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
Lots of great feedback. However the one thing I don't think I could ever see working is a portable stinger. A device like that could render helicopters and even airplanes fairly useless when they've got to deal with 50cal guns, static AA launchers, other air vehicles and mobile AA at the same time.
The most DICE should ever do is create maybe a dumbfire type stinger missile that fires extremely fast and moves in a straight line.. but does little or no damaged to armored targets or infantry. I could see something like that added to the AT kit with maybe 1 or 2 shots.
All DICE needs to do really though is fix the current stationary AA per my suggestions. That'd give players more than enough effective and reliable firepower to deal with air threats.
Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
Originally posted by PlaneWhore
Lots of great feedback. However the one thing I don't think I could ever see working is a portable stinger. A device like that could render helicopters and even airplanes fairly useless when they've got to deal with 50cal guns, static AA launchers, other air vehicles and mobile AA at the same time.
The most DICE should ever do is create maybe a dumbfire type stinger missile that fires extremely fast and moves in a straight line.. but does little or no damaged to armored targets or infantry. I could see something like that added to the AT kit with maybe 1 or 2 shots.
All DICE needs to do really though is fix the current stationary AA per my suggestions. That'd give players more than enough effective and reliable firepower to deal with air threats.
that excatly wat we have in 21cw ther dumbfire fly fast but no damge to anyhting except air vehicles.
Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
i would say that a stinger kit (or adding a stinger to AT) should a much shorter range, to take out the pesky AC's that swoop in and hover at 20 ft spawn killing everyone at a teams last flag, maybe a range of 100-150?
Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
Originally posted by PlaneWhore
Lots of great feedback. However the one thing I don't think I could ever see working is a portable stinger. A device like that could render helicopters and even airplanes fairly useless when they've got to deal with 50cal guns, static AA launchers, other air vehicles and mobile AA at the same time.
The most DICE should ever do is create maybe a dumbfire type stinger missile that fires extremely fast and moves in a straight line.. but does little or no damaged to armored targets or infantry. I could see something like that added to the AT kit with maybe 1 or 2 shots.
All DICE needs to do really though is fix the current stationary AA per my suggestions. That'd give players more than enough effective and reliable firepower to deal with air threats.
I would like that. A reason to be baseraped. To take out the J10s with that stinger. That would be really fun.
Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
Originally posted by PlaneWhore
12) Add a first person mode to the spectator cams. I can think of no better way to help catch the aimbotters and wallhackers in the act and plus it works for Counterstrike so why can't it work for you?
Spectator cams ? What does he means ? Is there actually a Spactator cam option in BF2 ? I tried once to join a server as "Spactator" but it (Qtracker) tells me that "This option is not available in this game".
Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
Originally posted by unknown-soldier
Spectator cams ? What does he means ? Is there actually a Spactator cam option in BF2 ? I tried once to join a server as "Spactator" but it (Qtracker) tells me that "This option is not available in this game".
So what is actually spactator cam ?
hitting c to cycle through the players while you are dead
Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
Airplane handling issues need a minor tweak. MiG and F35B balance needs to stay, just reducing F35B turn diameter by about 5-6% would do the job. Nerfing the J10 by adding another second to its roll time, and perhaps make it so that the afterburner does not give significant roll speed bonus, would be a good start. Keep the sluggish control and the delay in controls. Widen the bomb spread.
STA. Anyone ever tried chasing a plane in spectate mode? Its fairly simple after just a few seconds of tries. The speed at which the camera moves while you hold shift is fairly good and catches up with the jet with ease. The "maneuverability" needs to be upped a bit though. I think you know what Im getting at.
Sometimes earlier there were a few posts about hinting about missiles being comparable to TV guided missiles. What if we took this one step further and created an entirely skill based system for STA missiles? if you would try chasing a jet in the spectate mode, you would see what Im talking about.
Now, hitting a jet dead-on can be tricky, so thats where "proximity" indicator comes into play, and you can trigger the blast when the proximity indicator (as a line, increasing or decreasing depenging on the distance from the missile to the jet) shows that youre close enough to inflict damage. With these new skill based missiles, one shot can be enough, and planes can finally start trying to "outmaneuver" the missiles. And since they are heat-seeking missiles, you get to choose... "fire and forget" or "manual tracking mode" and while I would agree this would be far from reality, Id say it would be tons of fun. Infantry dogfighting with the jets in the guided missiles LOL.
You guide it with a mouse, it looks black and white like TV missile screen, so pilots can fly into the sun and block your vision. You get 10 seconds of "fuel time" and a proximity indicator. You can either try to get as close as possible, dead on (instant death) or try to at least damage the jet.
This is me dreaming, but I think it would be one hell of a cool and FUN thing.
Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
I only agree with the restore black hawk and partially restore grenade launcher ones.
Should definitely restore the black hawk, its next to useless now. I laugh when being shot at on the street with that thing, it does nothing.
Remember how much fun lost village was with usable black hawks?Back then it wasnt raping, it was called not being a frigging idiot and hiding in cover when black hawks are coming in low.... black hawks are something that add variety to the game, and it didnt unbalance mashtuur anyway.
Anyone who whines about being "raped" by the black hawk should reconsider standing perfectly still in an open street while a black hawk is coming in slowly.... Or perhaps shooting at it with a 50 cal or eryx, ive downed many helicopters, both attack and transport that way.
About the AA missiles, they were actually useful in 1.2 patch, before attack helicopter whores complained and got them completely nerfed again.
The same helicopter whores who simply switch seats with macros and take advantage of how the lock on no longer works, and then use macros to guide a tv guided missile up your left ventricle.
Since youre stuck stationary in a futile attempt to shoot them down (since the missiles dont lock when he switches to 2nd seat), youre an easy target for his tv guided missile.
Which is good, because people who need to attack helicopter whore cant handle anything more than the absolute easiest targets, and even then they often miss.
Even if they dont use macros, its even more cheap than normal attack helicopter camping, which is quite incredible in itself.
The grenade launcher is incredibly useful both in destroying light vehicles and suppressing large enemy squads, that you would not attempt to shoot with the assault rifle when out in the open. Giving em more smoke grenades makes sense too. Or a gas launcher rifle like support from SF would do the job entirely heh.
Making assault have super noob armor is an extremely bad idea, even DICE isnt stupid enough for that one.
Remember the horrible reception they got for making EVERYONE super armored in 1.4 beta ?Theyd definitely not do it in the real thing after that.
Ive flown around tons, mostly post 1.2, and have never had a single problem. Yeah the F35 and J10 arent balanced, but I dont play chinese vehicle maps often anyway. Wake has become a whore fest, so i stay off it now.
The only thing i would change with missiles is attempt to make them more consistent. I fly most in operation smokescreen, and the MIG and eurofighter are quite well balanced.
However, in either aircraft i can fire 6 missiles at a straight and level mig, and have all of them miss. But when the same mig is in a super steep roll, 3 missiles hit and annihilate it. Makes no sense and certainly almost rewards a lack of skill when dodging missiles.... fly straight and level and theyll almost always miss. Same with missiles hitting helicopters, which is why the cannon is far more useful for taking out helicopters now.
In desert combat, the missiles travelled straight but extremely fast, which meant you could nail an enemy relying entirely on skill and trajectory calculations, not who has the most unbalanced jet, or is lucky. Usually im the lucky one, but i still think its unfair when noobs flying straight dodge my whole arsenal, but a skilled pilot rolling gets decimated.
Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
Originally posted by PlaneWhore
15) [B]Claymores should be able to be disarmed by engineers.
Another quality thread courtesy of Planewhore, thankyou! That said, Claymores CAN be defused by an engineer already, you have to get behind it, or to the side. Careful defusing it from the side because the radius is so large.
Originally posted by j00g0t0wnd
14) Fix the controls problem already! The problem is I and alot of other players use the arrows to play, not the WASD buttons. The thing is, we can't use the arrow buttons twice, for example in Infantry controls and in Vehicle controls at the same time. But you can use the WASD buttons in all controls at the same time. Please fix this, I do not enjoy having to reach over to the WASD to drive vehicles. It can get quite annoying. :)
I use the Arrow keys, and don't have this problem. This is what i did...Start in the Boat Control Screen and delete every keybind that you know you are gonna change, don't forget to clear the Secondary field aswell. Once you've clear all the keys save and move to the next Menu, I believe it is Land vehicles, do the same as above, and the same as above for all menus until you've reached the Common Menu. In this menu you will clear all like above, then start filling them in, save when finished and move on to the next, Aircraft I believe. It takes a alittle while, but it works.
Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
Originally posted by Teh_Spambot
Making assault have super noob armor is an extremely bad idea, even DICE isnt stupid enough for that one.
And secondly, these arent essential. Ive flown around tons, mostly post 1.2, and have never had a single problem. Yeah the F35 and J10 arent balanced, but I dont play chinese vehicle maps often anyway. Wake has become a whore fest, so i stay off it now.
You know what.. you're right! Instead of bothering to fix glaring gameplay imbalances lets just not play those 5 maps instead! Genius!
Upping the armor would allow assault to take at the most 2 extra shots to the chest.. which seems very reasonable to me when in a split second a medic can revive a dead player to full health (2-4 shots worth) and toss down 5 or 6 packs that instantly restore a player to full health (2 - 3 shots worth). Such a change would make assault/medic squads a very potent combination.
Originally posted by Chris_Redfield
Sometimes earlier there were a few posts about hinting about missiles being comparable to TV guided missiles. What if we took this one step further and created an entirely skill based system for STA missiles? if you would try chasing a jet in the spectate mode, you would see what Im talking about.
Now, hitting a jet dead-on can be tricky, so thats where "proximity" indicator comes into play, and you can trigger the blast when the proximity indicator (as a line, increasing or decreasing depenging on the distance from the missile to the jet) shows that youre close enough to inflict damage. With these new skill based missiles, one shot can be enough, and planes can finally start trying to "outmaneuver" the missiles. And since they are heat-seeking missiles, you get to choose... "fire and forget" or "manual tracking mode" and while I would agree this would be far from reality, Id say it would be tons of fun. Infantry dogfighting with the jets in the guided missiles LOL.
You guide it with a mouse, it looks black and white like TV missile screen, so pilots can fly into the sun and block your vision. You get 10 seconds of "fuel time" and a proximity indicator. You can either try to get as close as possible, dead on (instant death) or try to at least damage the jet.
I must say I absolutely love this idea. Maybe even more so than my original suggestion but I'd really have to see both in action to make a determination on which I'd like more. Unfortunatly such a system would not work for A2A and might be a little too difficult for the newbies.
Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
This system would only work in ATA if the weapons officer would be the one launching the missiles. Still, ATA should be left for Sidewinders (heatseekers) and cannons because flying the jet is demanding enough. What this would do for STA is creating a "fun" element. People would swarm into STA sites.
Now, I also realize that it would take a lot LESS skill to down choppers, because good hands will just obliterate choppers, so heres where flares come in. When flares are launched, they act like flashbangs, blinding the screen of the incoming missile.
10 second timer is bad, now that I think about it because carrier shots would be a new trend. Instead- 3 seconds or better yet, 350-400 metre lenght would be enough.
EDIT: As for difficulty for newbies. You should try chasing a jet in spectate mode. Its so easy... even chasing them in turns.
Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
Originally posted by Chris_Redfield
Airplane handling issues need a minor tweak. MiG and F35B balance needs to stay, just reducing F35B turn diameter by about 5-6% would do the job. Nerfing the J10 by adding another second to its roll time, and perhaps make it so that the afterburner does not give significant roll speed bonus, would be a good start. Keep the sluggish control and the delay in controls. Widen the bomb spread.
STA. Anyone ever tried chasing a plane in spectate mode? Its fairly simple after just a few seconds of tries. The speed at which the camera moves while you hold shift is fairly good and catches up with the jet with ease. The "maneuverability" needs to be upped a bit though. I think you know what Im getting at.
Sometimes earlier there were a few posts about hinting about missiles being comparable to TV guided missiles. What if we took this one step further and created an entirely skill based system for STA missiles? if you would try chasing a jet in the spectate mode, you would see what Im talking about.
Now, hitting a jet dead-on can be tricky, so thats where "proximity" indicator comes into play, and you can trigger the blast when the proximity indicator (as a line, increasing or decreasing depenging on the distance from the missile to the jet) shows that youre close enough to inflict damage. With these new skill based missiles, one shot can be enough, and planes can finally start trying to "outmaneuver" the missiles. And since they are heat-seeking missiles, you get to choose... "fire and forget" or "manual tracking mode" and while I would agree this would be far from reality, Id say it would be tons of fun. Infantry dogfighting with the jets in the guided missiles LOL.
You guide it with a mouse, it looks black and white like TV missile screen, so pilots can fly into the sun and block your vision. You get 10 seconds of "fuel time" and a proximity indicator. You can either try to get as close as possible, dead on (instant death) or try to at least damage the jet.
This is me dreaming, but I think it would be one hell of a cool and FUN thing.
Ya TV missile type ones would be awsome, and it helps people with a low distance scale more than ones where you just hover over them.
Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch
Originally posted by PlaneWhore
Lots of great feedback. However the one thing I don't think I could ever see working is a portable stinger. A device like that could render helicopters and even airplanes fairly useless when they've got to deal with 50cal guns, static AA launchers, other air vehicles and mobile AA at the same time.
The most DICE should ever do is create maybe a dumbfire type stinger missile that fires extremely fast and moves in a straight line.. but does little or no damaged to armored targets or infantry. I could see something like that added to the AT kit with maybe 1 or 2 shots.
All DICE needs to do really though is fix the current stationary AA per my suggestions. That'd give players more than enough effective and reliable firepower to deal with air threats.
can't see a portable stinger........well............................
download the mod hardjustice and pick the at-kit you get p90(more powerfull than the bf2 version) rockets ,grenades,knife,pistol,and c4 yes the at kit is a one man army oh i forgot you also get a portable stinger that locks on like a AA site does and it has a cool green aiming crosshair.
so if a mod team (wcc_coop)can pack all that in one kit then ea could add a stinger to assualt or at.
goggle it and try it out wake is good with this mod.
again the mod is called hardjustice.
if you give it a try you will see its not realy overpowerd but can be very effective under skilled hands.
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