Re: What's wrong with BF2? Nata :P
The problem isn't that the armor is too powerful, it isn't. The problem is that armor does not display any disadvantage whatsoever. A good armor player will rip up AT infantry in seconds... especially if he memorizes the spawn zones. The only alternative is for a group of people to all go AT infantry, at which point they get smacked down by other infantry.
I honestly don't have that big of a problem with armor. I can avoid when I need to and surely destroy it when I need to as well. If anything, armor should be much more powerful than it is right now, but it should show some weaknesses as well (it's a huge peice of metal on treads... come on now).
That is, supposing the engie can get behind the claymore
This is very rare and difficult - especially with clays sitting around corners and such. Claymores can be placed so that engies simply cannot get behind them so it turns into a 100% sure kill.
Yes, you can use a player as a dummy target or a clay. That still doesn't mean there isn't a fundamental problem here. I'll use claymores as a notifier for when someone is attacking a base I'm defending. Once a guy dies, I'll chuck grenades into the flag zone and end up killing him, the medic and a couple of his friends.
The only reason I use the sniper kit is due to the fact that it's harder. The SVD is the most overpowered rifle in the game, yes, however it's still more of a challenge to use. The M24 is my fav to use because of the bolt action functionality.
I've tried the other classes and found them too easy. Again, this isn't showing off (I don't want to come off that way). I just tried the other classes and got tired of drop-burst-heal-drop-burst-heal combos. Atleast with the M24 you get a satisfaction out of the kill as you know it took you some practice to get to it.
100% agree.
100% agree. Though I'd add more to that.
100% agree.
100% agree.
I don't agree with this. The problem is that it's impossible to coordinate a public server. Lack of teamwork is really the absense of teamwork oriented gameplay.
Still is the best war sim 
As for the choppers, yes they hovered in place although flying was much more difficult - as was shooting. If you didn't have a joystick, you weren't going to fly a chopper very well at all. Also, choppers were vulnerable to small arms fire... were vulnerable at thousands of meter distances...
Apples and oranges.
Have to find the objective. The 3d map makes weird waypoints ...
Originally posted by Tobacco
I honestly don't have that big of a problem with armor. I can avoid when I need to and surely destroy it when I need to as well. If anything, armor should be much more powerful than it is right now, but it should show some weaknesses as well (it's a huge peice of metal on treads... come on now).
Claymores can be defused by engineers, so they aren't always a problem, but without an engineer somebody has to sacrifice themselves(only to be revived) in order for the Squad to proceed.
This is very rare and difficult - especially with clays sitting around corners and such. Claymores can be placed so that engies simply cannot get behind them so it turns into a 100% sure kill. Yes, you can use a player as a dummy target or a clay. That still doesn't mean there isn't a fundamental problem here. I'll use claymores as a notifier for when someone is attacking a base I'm defending. Once a guy dies, I'll chuck grenades into the flag zone and end up killing him, the medic and a couple of his friends.
If you want a challenge, use a different Kit, because you seem to have exhausted the Sniper Kit, based on your opinions of BF2.
I've tried the other classes and found them too easy. Again, this isn't showing off (I don't want to come off that way). I just tried the other classes and got tired of drop-burst-heal-drop-burst-heal combos. Atleast with the M24 you get a satisfaction out of the kill as you know it took you some practice to get to it.
Originally posted by roger smith
i think this could be fixed while maintaining commander functionality if people in buildings and if possible, static snipers in vegitation, simply didnt show up on commander assets.
arty should be more like bf viet/poe2, static arty is cool, but i wanna see palidans and stuff, the thing is, there should always be a threat of arty, but it should have to be spotted and targeted.
as for clays, make um destructable, read my explosives thread on my sig. as for nades, i think everyone should get two except for assault which gets his 5, and i also think they should recharge much slower.
this is a lack of teamwork, which is partly due to a lack of info (check my gui thread) basically big squads come rushing in and the only person on your team defending or cutting them off is yourself, thats because people have an assault mindstate, they dont even think about combat support or defence.
wtf? do they? operation flashpoint had that feature and it was a great game.

As for the choppers, yes they hovered in place although flying was much more difficult - as was shooting. If you didn't have a joystick, you weren't going to fly a chopper very well at all. Also, choppers were vulnerable to small arms fire... were vulnerable at thousands of meter distances...
Apples and oranges.
i dont get it? as opposed to...

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