IO Mode. It isn't going anywhere, so why not suggest some changes?

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

    #76
    Re: IO Mode. It ain't going nowhere, so why not suggest some changes?

    Ive played a fair bit of IO and ive found mashtur to be a the best map no matter the size. The problem is the flags I think. With mashtur everyone has the same amount of flags and the middle ones are nuetral. So at the start of the round people are splitting off going everywhere to the flags instead of like jalalabad or karkand where everyone meets in one spot. Maybe they could address the flag situation and give everyone an even amount of flags or make more neutral ones?

    Comment

    • Lazza66

      #77
      Re: IO Mode. It ain't going nowhere, so why not suggest some changes?

      Didn't see this thread when I started mine, so here's my ideas...

      Anyone with an unbiased view of the games current state will agree there is a serious problem with the game kit balance. This problem manifests itself even more now IO mode is here. If you want to get a top 3 placing you choose support or medic, there is no contest. I'm not against points, just the fairness of their distribution. This isn't a whine or a flame, it's a carefully considered suggestion.

      Here's the tweaks that I think could change all that (apply to all game modes unless specified).

      Medics - Leave reviving unchanged. Throwing the medkit on the ground no longer earns points, you must hold the kit to heal and get points. Adjust the healing rate as required for balance. More realistic too.

      Support - Throwing ammo bags on the ground no longer earns points, and you must hold the kit while re-arming those around you to earn points. Adjust the resupply point scoring rate to equal medic, so a 99% heal = a 99% resupply. Also more realistic too.

      Engineer - Double the rate at which commander assets are repaired, speed up the rate at which repair points are earned to match the rate of medic and support. But don't change the rate at which vehicles are repaired. Let engys pick up any mine with "G", and defuse C4 and claymores with the utility wrench. Add the ability for engy's to kill with a blow from the spanner.

      Assault - introduce a proper standing to prone delay, players are still dolphin diving. Adjust assault delays in going prone and standing up to half the delay of everyone else (hopefully still nerfing the dolphins and macro exploiters). Make smoke and flashbangs re-suppliable, increase the intensity and area of the smoke grenade effect.

      Anti Tank - give them either 2 X C4, or 2 X mines additional to existing kit.

      Spec Ops - 2 points for destroying commander assets not 1, a bonus 2 points for destroying ALL commander assets themselves.

      Sniper - invisible to UAV and scan when prone (UNLESS they are the last surviving team member). Bonus 2 points for killing a driver or pilot.

      Flag capping - points are earned for neutralising or capping regardless of whether you survive the neutralising or capping. But points still only given if neutralising or capping succeeds. No longer will a player lay beside a white flag at 99% enemy, turn it to 99% capped get killed and not get rewarded. In IO make a flag neutralise / cap worth 3 points to keep the game moving and decrease the amount of grenade walling (but that would need play tested for point farming itself).

      Squads - add orders into the squad leader and commander menus for "Defend Flag Here", and "Capture Flag Here", if the squad captures or defends that flag with their leader outside the cap zone, he still gets assist points as though he was inside the cap zone.

      Set aside your biases, and with an open and fair look I'd say most experienced players would agree that these changes would make the game play out a lot more like it was intended to. Rather than the just a points race that's biased by the kit type.

      1.5 please DICE.

      Originally posted by bigpappa
      instead of complaining here, why dont u take this up directly with Collin at Dice. all u people are doing is creating thread after thread about this so called IO problem. i dont like a lot of things about this game either, but u dont see me bitching everyday about it.
      Lol, I can see communist doctrine at work here: Repeat something often enough and eventually someone will believe it.

      Oh well, keep on posting both of your thoughts repetitively into every thread that wants rid of stat padders, but you're wasting your time. I've been one of BF's biggest fans for over 5 years, I'm not throwing away my favourite passtime because a few pubescent nade spammers try to resist.

      Comment

      • Paas

        #78
        Re: IO Mode. It ain't going nowhere, so why not suggest some changes?

        Originally posted by dignacio
        The EA job post was a SARCASM. Apparently, you're too serious about this game.
        You do realise it's impossible to pick up on sarcasm through text right? You cannot convey tone, posture, and overall demeanor in a manner that I can tell if you're just ****ting me. I doubt you were, but.... I will take your word for it.

        Why don't you learn how to adapt to the new changes of the game? Is it that hard for you to accept it?
        Why should I have to accept it. Granted I like playing IO every once and a while. Again though I point you back to the early stages of BF2 when 90% of the forum community didn't accept it. To say that suddenly because dice put a 4 at the end of their 1. labeling system I am supposed to just run out of ideas is childish at best; bordering idiotic if I wanted to be mean.

        Why don't you just face the fact that you have nothing worthwile to bring to the dicussion other than poorly worded flaming? Why don't you look deep within' yourself and think, "Damn. Why am I being an A-Hole for no reason?" ...and make a change for the better? Jesus would love you more ya' know.

        Originally posted by Lazza66
        Medics - Leave reviving unchanged. Throwing the medkit on the ground no longer earns points, you must hold the kit to heal and get points. Adjust the healing rate as required for balance. More realistic too.

        Support - Throwing ammo bags on the ground no longer earns points, and you must hold the kit while re-arming those around you to earn points. Adjust the resupply point scoring rate to equal medic, so a 99% heal = a 99% resupply. Also more realistic too.

        Engineer - Double the rate at which commander assets are repaired, speed up the rate at which repair points are earned to match the rate of medic and support. But don't change the rate at which vehicles are repaired. Let engys pick up any mine with "G", and defuse C4 and claymores with the utility wrench. Add the ability for engy's to kill with a blow from the spanner.

        Assault - introduce a proper standing to prone delay, players are still dolphin diving. Adjust assault delays in going prone and standing up to half the delay of everyone else (hopefully still nerfing the dolphins and macro exploiters). Make smoke and flashbangs re-suppliable, increase the intensity and area of the smoke grenade effect.

        Anti Tank - give them either 2 X C4, or 2 X mines additional to existing kit. Mines? Eh. I don't know -Paas

        Spec Ops - 2 points for destroying commander assets not 1, a bonus 2 points for destroying ALL commander assets themselves.

        Sniper - invisible to UAV and scan when prone (UNLESS they are the last surviving team member). Bonus 2 points for killing a driver or pilot.

        Flag capping - points are earned for neutralising or capping regardless of whether you survive the neutralising or capping. But points still only given if neutralising or capping succeeds. No longer will a player lay beside a white flag at 99% enemy, turn it to 99% capped get killed and not get rewarded. In IO make a flag neutralise / cap worth 3 points to keep the game moving and decrease the amount of grenade walling (but that would need play tested for point farming itself).

        Squads - add orders into the squad leader and commander menus for "Defend Flag Here", and "Capture Flag Here", if the squad captures or defends that flag with their leader outside the cap zone, he still gets assist points as though he was inside the cap zone.

        Set aside your biases, and with an open and fair look I'd say most experienced players would agree that these changes would make the game play out a lot more like it was intended to. Rather than the just a points race that's biased by the kit type.
        {WP}Paas

        Comment

        • imported_bigpappa
          Member
          • Oct 2006
          • 2159

          #79
          Re: IO Mode. It ain't going nowhere, so why not suggest some changes?













          Virus888 merupakan agen slot deposit qris minimal 10000 rupiah tanpa potongan apapun untuk bermain slot bet kecil 200 perak pada seluruh jenis provider slot gacor pasti gampang menang maxwin tahun ini 2026.


          Virus888 merupakan agen slot deposit qris minimal 10000 rupiah tanpa potongan apapun untuk bermain slot bet kecil 200 perak pada seluruh jenis provider slot gacor pasti gampang menang maxwin tahun ini 2026.


          Virus888 merupakan agen slot deposit qris minimal 10000 rupiah tanpa potongan apapun untuk bermain slot bet kecil 200 perak pada seluruh jenis provider slot gacor pasti gampang menang maxwin tahun ini 2026.

          Comment

          • [MyIS]Spetsnaz

            #80
            Re: IO Mode. It ain't going nowhere, so why not suggest some changes?

            Originally posted by {WP}Paas
            1. Limit IO mode to 16 player maps!
            - Not that I feel the servers themselves should be limited to 16 people, just the map size. If you're going to try and present this format as a legitimate game mode it needs to function with some type of logic. The point was to put people "directly" into the fight. Right? Well, considering there isn't an engine or transport helo to help me traverse that digital 2 miles of landscape, we need to shrink it down to somthing logical and acceptable. 16 player maps already are pretty much built to infantry specifications. It shouldn't be too much of a hassle to tweak them a bit more so they can be universally functional in both Conquest mode and IO-Conquest mode.
            One of the fun things about IO is that the maps seem alot larger than they were.

            Yes, it's nice to get a jeep and be on-location in 3 seconds, but players like myself and friends like to move together from each location. It adds a touch of authenticity to the game that alot of people like. It also makes things much more challenging. Now if you feel like flanking behind the enemy you have to work for it.

            One of the things that bothered me the most about vanilla BF2 is that most battles were fought in small pockets and lasted a couple of seconds. In order to get a flag, all you had to do was drive around everything and you're there in a few seconds.

            Now it's a bit more logical -- if you want to cap their man, it takes more work and dedicated by grinding it on foot. It also takes a bit of intuition to "guess" where the opposing team is to avoid them.

            2. Modify the damnable kits! Aaaaargh!
            - This is just unacceptable. I know Dice/EA had to at least sit around the "round table" for 5 minutes. You're telling me an entire development team couldn't put two and two together; "Wait! Without vehicles, medics are going to become slightly dominate"... and then another chimes in, "Oh yeah! ...and how is anti-tank gunna' fucntion without a tank to anti'!?" ...and yet another's wisdom blossoms, "What about snipers? Shouldn't they get a bone?" ...and then the final cog in the wheel would burst from his seat with excitement, "...hey!? Isn't support going to turn into mobile mortar with their abbility to rain grenade death on almost anyone!?"

            ...saddly it doesn't seem like it went down that way. Nope, it seems like the Dev team just farted out some crud and went to the local pub'.
            I assume that this was a time constraint issue. Every little change they make needs to be tested and re-tested. Unfortunately, it's not that simple. My only complaint about IO is that it came so late in the game w/o the proper time to balance it more.

            Medics should not get assault rifles -- period. They should have MP5-like submachines guns at most.

            Every class should have something they focus on.
            Medic = healing (SMG, no nades, smoke nades though, and health packs)
            Support = resupply/repair/demolish (SMG, no nades, wrench, ammo pack)
            Assault = to kill (powerful assault rifle, grenades, heavy armor)

            That's just an example. The point is that you shouldn't have support jumping and throwing grenades over and over again... that too is illogical.

            This game isn't about realism, but there should be atleast some logic involved. Grenades cost more money to produce and are heavier than bullets so people should have a small amount of them. Same with medpacks and definitely the same with claymores.

            The problem isn't IO, the problem is the kit loadouts -- they are way inferior to BF1942 and even BFV. #1 complaint of people for IO mode is the "whoring" (I hate that stupid word now, but its used). All of the "nade whoring" wouldn't be an issue if support couldn't drop millions of magical supply boxes that give you full grenade loadout by just running over it.

            /me misses supply crates of BF1942 :cry:

            I digress though, some minor kit changes need to take effect. Let's start with the Medic. He seems to be the love child of the majority of the IO breed, and would good reason. He can heal "himself" after every damnable firefight! Let's not even factor in his abbility to revive and heal teamates, and pack around one of the most dominate small arms in the game. Ok, so he doesn't have armor? Does it really matter? He has a lifebag that functions like the "Borrowed Time" abbility in DotA (Whoever understands that needs to look up SSgt.Paas on B-Net). If you do manage to do damage to him and he survives, he's good to go for the next firefight, almost as if he just spawned.
            SO true. I'll take it further and say that the "armor" thing is a total misconception. A medic can take a ton of rounds before going down just like anyone else.

            They gave medics way too much power in this game for some reason... did they think not enough people would use it or did they want the community to focus on that cool feature?

            In any case, medic is a powerhouse and you can't blame people for using it. I, too, wish the devs would dumb that kit down a bit.

            I know at this point some of you are like, "Damnit Paas, just get to the friggin' point! Jeebus!" Well, I will! The point is the Medic needs to lose his abbility to heal himself. He also needs to be left with only "ONE" grenade; if even that. CALM DOWN! ...I can just feel the flame-jockeys' rushing for the "reply" button. Well, wait till i'm done first!
            Not me. I know exactly where you're coming from. But go on my friend ... :)

            Now, you may be wondering, "Well what's the damn point of playing medic now! He loses all his uber-l33tness!". Not entirely true. He still has a very competitive (if not the best) small arms selection, he still has the abbility to heal other teamate and keep them in the fight (including other medics). He also still has a grenade! I mean, "A GRENADE"; ...thas' like a goldmine in an infantry only match. So in effect he's still a powerhouse. He just won't survive every flippin' firefight with perfect health; ...pretty much what the current situation adds up to now.
            IMO, medic shouldn't get grenades. It's not their job. You want kills? Grab Assault. You want to heal people? Grab a medic -- that's the point.

            In reality it takes alot of money to train a good medic. If not, wouldn't it make more sense to train the entire US armed force as medics? It would help right? That is impossible though because you can't teach everyone everything... somethings are harder to learn than others which is why you have less of those people in a unit. The easiest thing to teach is to kill someone with a rifle, which is why rifleman is the most popular.

            Once again, I know this game isn't about realism. However, there needs to be some logic applied. Otherwise you can pink flamingos with shoulder mounted missiles jump out of manholes and blow everyone up.. that would make sense then huh :P

            Next in the lineup, Anti-Tank! Oh, man. Last shafting I recall like this was when the developers decided to fix the "broken" A.A., and in the process of making it work correctly punished the ground forces with a shorter engagement range... good times. No, but on a serious note, has anyone been shafted any harder in IO than the Anti-Tank kit?
            Can't say much about AT except they shouldn't be around in IO. On non-IO servers, AT seems pretty well balanced as long as some of your team actually decide to help.

            Too often I have situations where I'm the only guy that is AT and the other team members are spawning in as sniper while getting raped by APCs and tanks...

            Engineers you sayz'? What about em'? Never liked their ol' punk!... ok, kidding. Engineers should be graced with an unhealthy count of Smoke, and Flash grenades. That mixture along with a punishing close range weapon would make them the ideal class for tight area clearing (Rooms, Alleys, etc.). I would say about 4 Flashes, and maybe 1 Smoke (Don't want the map to look like a smokehouse; I ain't talking about pork). That's all I can think of in regards to them. I mean, yeah, they do still get to repair stuff, but considering the commander class isn't nearly as dangerous as it was in Conquest, you won't be seeing many engineers in the backfield.
            Support should get Engineer wrench..drop engineer and give us a new kit

            Support?
            simple. Don't let them resupply themselves. Yep. It's that simple.
            I mentioned support in the beginning of this post so read up there.

            ... enough for now. sorry for the unarticulated post but I have stuff to do and wanted to get this out

            Comment

            • Batausu

              #81
              Re: IO Mode. It isn't going anywhere, so why not suggest some changes?

              :p
              Originally posted by [MyIS]Spetsnaz
              Every class should have something they focus on.
              Medic = healing (SMG, no nades, smoke nades though, and health packs)
              Support = resupply/repair/demolish (SMG, no nades, wrench, ammo pack)
              Assault = to kill (powerful assault rifle, grenades, heavy armor)
              Support should get Engineer wrench..drop engineer and give us a new kit
              Too bad you’re not the lead developer at DICE… :)

              Comment

              Working...