PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Tobacco

    #91
    Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

    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.
    If I remember correctly, this is how it was in BF1942/MoD/Desert Combat FINAL, minus the "TV Missle screen". The S2A Missle station had one missle/per recharge that you could "Guide/Detonate", and 3 or 4 unguided missles. Great feature then, why not now?

    Comment

    • Chris_Redfield
      Member
      • Oct 2006
      • 5986

      #92
      Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

      My guess is that they wanted to create a simple "STA protection umbrella" above every base, which a grunt could hop in, fire two, scare the boogie or kill it and jump off. With many maps creating a rather effective STA cover if they use multiple AA sites at one time (Oman, Wake).

      If youve played in LAN or Single Player, youd notice that the AA is actually pretty damn good! (Talking about pre-1.2, the original state of the game) And ATA is very good also! Yet if you got to net play, youll see that they really arent hitting as much as they do in LAN or SP...

      So this is what it looks like that happened. DICE simply underestimated the lag and ping differences and effects in MP game. Sad but true. And while simple "jump in shoot fire and forget" little AA sites in theory didint require multiple manned sites and teamwork, in practice, in order for them to work, they do need to be manned in multiple numbers and use teamwork...

      Miscalculation, sad, but theres not much you can do, and stuff like this happens.

      Simpliest solution would be to add one Mobile AA per 2 Static AA sites, taking off the static AA completely, excluding City maps, where you get 1 Mobile AA per chopper.

      Comment

      • imported_bigpappa
        Member
        • Oct 2006
        • 2159

        #93
        Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

        Originally posted by frazzman
        ROFL he's at it again .., you really oughta try decaf PlaneWhore

        Of course this is PlaneWhores Official list so it MUST carry lots of weight in the community, doesnt matter one jot if you dont agree with it.

        he is planewhore, do not question his authority. anyways a simpler solution would be to make everthing the same.

        Comment

        • Blades

          #94
          Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

          Originally posted by Chris_Redfield
          My guess is that they wanted to create a simple "STA protection umbrella" above every base, which a grunt could hop in, fire two, scare the boogie or kill it and jump off. With many maps creating a rather effective STA cover if they use multiple AA sites at one time (Oman, Wake).

          If youve played in LAN or Single Player, youd notice that the AA is actually pretty damn good! (Talking about pre-1.2, the original state of the game) And ATA is very good also! Yet if you got to net play, youll see that they really arent hitting as much as they do in LAN or SP...

          So this is what it looks like that happened. DICE simply underestimated the lag and ping differences and effects in MP game. Sad but true. And while simple "jump in shoot fire and forget" little AA sites in theory didint require multiple manned sites and teamwork, in practice, in order for them to work, they do need to be manned in multiple numbers and use teamwork...

          Miscalculation, sad, but theres not much you can do, and stuff like this happens.

          Simpliest solution would be to add one Mobile AA per 2 Static AA sites, taking off the static AA completely, excluding City maps, where you get 1 Mobile AA per chopper.
          Really? The old missles worked in LAN? How well did they work can I ask? I never tried...

          Comment

          • Chris_Redfield
            Member
            • Oct 2006
            • 5986

            #95
            Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

            Originally posted by Sir. Blades
            Really? The old missles worked in LAN? How well did they work can I ask? I never tried...
            They didnt have 100% accuracy, but god damn they were good. At least bots in Mobile AA were a friggin pain in the ***!

            In air, there was a higher chance of missile connecting in turns. They werent thrown off so easily.

            Choppers were toast most of the time, and fancy maneuvers proved useless very often. Many chopper pilots suggest newbies to work their way up in Dragon Valley SP for example and then as an ultimate test try against bots in Dalian Plant SP on expert difficult.

            In short. Missiles connected far better. Many would have called that a "perfect" situation.

            Comment

            • Hurricane.CAD

              #96
              Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

              Excellent post. DICE please listen to it.

              Comment

              • Roger Smith
                Member
                • Aug 2006
                • 1390

                #97
                Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

                Originally posted by PlaneWhore
                2a) Rework handling on the planes to be different, but more or less equal, then give planes unique characteristics which define them.
                sure its always nice to have more variation and keep balance, but frankly the planes are different enough now so its fine, and this has nothing to do with fixing the problem, at all!

                Originally posted by PlaneWhore
                increase the range on all AA and create a small lock zone (slightly smaller than AT crosshair). Decrease the initial lock time.. but force the person firing the AA missile to keep the targeted centered in the "sweet spot" till the missile hits. Missiles fired in this manner and perfectly tracked will be perfectly accurate. If the target leaves the extended range the missile loses lock, if the user of the missile lets the target leave the sweet spot the missile loses track and goes lame. Pilots would have this exact same system in their cockpit. The only difference would be a larget lock zone to compensate for the less than instant nature of aiming an aircraft towards something. This would promote cannon use and would put the skill back in dogfighting.
                a)this wouldnt reward the chased for outmanuvering thier chaser (theres no element of aiming ahead or behind your target)

                b)youve basically ruled out the ability for aa to be effective in a dog fight

                heres my system:

                -anti air missiles that are properly lead and are on target should not deviate on some airframes.

                -on some airframes, flares should be intercepted by anti air missiles when the flares are in the anti air missiles flight path

                -anti air missiles range should be just out of max visual range (for all platforms)

                -the laser guide on the bomber should be able to lock onto targets well above visual range

                -instead of blowing up when the tv guided missile runs out of time, it should keep flying forward unguided.

                -a lowered turn radius on anti air missiles

                -radar on all anti air based weapons except stinger.

                Originally posted by PlaneWhore
                5) Restore the blackhawk gun to its former glory. Every time I see that useless BH I get sad. You've already made a great change by increasing the armor on transports... now restore some offensive power to them. The minigun doesn't have to be as godly as it used to be.. but somewhere in between where it was and where it is now. Splash damage with a smaller than before radius and slightly less damage should do the trick nicely.
                first off i just wanna say that transport helicopter should never ever have splash damage, secondly, the bh is not useless, it just takes a bit of skill to operate now.

                Originally posted by PlaneWhore
                10) Decrease the damage the 50 cal machine guns do to helicopters (about 20%-25%).
                dont loyter, you wont have a problem with 50 cals

                Originally posted by PlaneWhore
                11) Add a maximum range to TOW missiles. Pixel shooting is lame.
                after finding out what this means i have to say, bah. no weapon in this game should have a maximum range, that doesnt promote skill. if people know where to aim a tow to kill something thats spawning acoss the map more power to them.

                Originally posted by PlaneWhore
                13) Finally but certainly not last... revert the changes you made to squad hopping.
                as long as squad cycling doesnt return i dont really mind either way

                Originally posted by PlaneWhore
                15) Claymores should be able to be detonated by high-end explosives.
                they should be set off by a toothpick, but ya i totaly agree.

                Comment

                • Blades

                  #98
                  Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

                  roger smith, I dont want to play that reality mod of yours if you think that BHs shouldnt be given a little firepower. Frankly, they are an insult to their real life counterparts.

                  Comment

                  • troybob
                    Member
                    • Sep 2007
                    • 2823

                    #99
                    Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

                    Originally posted by Tobacco
                    If I remember correctly, this is how it was in BF1942/MoD/Desert Combat FINAL, minus the "TV Missle screen". The S2A Missle station had one missle/per recharge that you could "Guide/Detonate", and 3 or 4 unguided missles. Great feature then, why not now?
                    this is correct.

                    We had shoulder mounted stingers that would flak a target after reaching proximity. These were very fast and pretty useful, but were unguided.

                    because guidable ordinance was impossible in the bf42 engine, we had to code a player guided missile that could chase a plane. On detonation the missile would send a shotgun blast of 8 stingers out of the tip.

                    This mechanism was implemented for our SA-3

                    Comment

                    • Roger Smith
                      Member
                      • Aug 2006
                      • 1390

                      #100
                      Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

                      Originally posted by Sir. Blades
                      roger smith, I dont want to play that reality mod of yours if you think that BHs shouldnt be given a little firepower. Frankly, they are an insult to their real life counterparts.
                      i never said they shouldnt have firepower, getting hit by one should critically injure you if not kill you. but splash damage just isnt the right thing for a transport heli, and thats that.

                      Comment

                      • Blades

                        #101
                        Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

                        But they should be able to kill. Coming from a moving transport you have to make it so that you can have splash damage in order to be effective. Look at the Flying Cows on the opfor to the USMC! Dont throw the skill factor in here please. It should still take skill to kill someone even with the splash damage if done correctly.

                        Getting hit directly by a minigun should not be the only way to kill someone.

                        Im not saying give it a HUGE splash radius so you can kill the entire enemy team by looking at them like in v1.0. Make it stronger, a little more splash damage, thats it. So if you land a round maybe a foot (maybe more, maybe less) away from the soldier it should hurt him. A couple more and he is dead.

                        Comment

                        • Cromat

                          #102
                          Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

                          I agree for spectator mode totally and I would like to possibillity of modding weapons before u enter the round and higher spawntime for USMC Tank on Karkand

                          Comment

                          • Turnip

                            #103
                            Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

                            For christ sake no more splash damage, I am sick of these vehicles that require no skill to use and can insta kill anything in a large radius. If you cant hit targets without splash damage you should learn. It would make the game a hell of a lot more fun if people actually had to aim instead of relying 100% on equipment.

                            Comment

                            • Chris_Redfield
                              Member
                              • Oct 2006
                              • 5986

                              #104
                              Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

                              Originally posted by Turnip
                              For christ sake no more splash damage, I am sick of these vehicles that require no skill to use and can insta kill anything in a large radius. If you cant hit targets without splash damage you should learn. It would make the game a hell of a lot more fun if people actually had to aim instead of relying 100% on equipment.
                              I agree, lets make grenades a no-splash damage weapon that would require skill to throw at people.

                              Comment

                              • Technikal

                                #105
                                Re: PlaneWhore's list of essential BF2 gameplay changes for the 1.4 patch

                                Originally posted by Eternal-
                                just play the game as it is. Games are meant to be challenges.
                                I agree with this. Whoever put the idea "Make BF2 Have More Teamwork" needs to be slapped and shot in the head. IO mode is the stupidest idea I have ever heard. If you want a game with infantry only, go play something else don't change an already good one. Military game and no vehicles...wtf? Since when does the U.S. not use vehicles, jets, etc...in war??? Did we swim across the ocean to fight the MEC/China??? Also, this talk about BH been tough and terror's in the sky...wtf (again ) do you stare at it as it comes at you? There so slow you could get shot, revived, trip 3 times and still make it to cover.

                                Comment

                                Working...