Re: The Choppers are made of n000b.....so how do I activate the parachutes.
Yes, alliance of valiant arms; micropayments thingy. Lots of fun on its objective based maps; and quakesque fun on deathmatch ones.
And it's not that I don't enjoy mods per se, they are just not the main reason I buy games on PC. I was a console player first and foremost, I'm more used to discard games if they are not up to snuff since back in the day, a broken game stayed broken. Now don't get me wrong; I like twitch games too, but I'm aware I don't have the time and haven't for some time now, to dedicate myself to the competitive aspect of those games. I played UT2004 until I was no longer able to have fun in a round. I did enjoy CS when it was released; played the hell out of it, but I wanted something more and so i went and looked for it; I never imagined it would turn out to be this big in the end.
What I mean when I say it didn't evolve as a game; is that CSS is basically the same game with a new engine, with a few tweaks here and there, so there was nothing new for me in the game. I'm far from a casual player, just can't dedicate myself to be a full time pro player; I play until the majority of the casuals leave, and the regulars outplay me or I hit my plateau in-game.
Just like you said, I used and abused some of the tactics oyu mention; but I don't like to play that way; in the specific case of dolphin diving, I always knew it wasn't a problem with the proning itself, but the hitboxes getting screwed up; I could play that way to stay in the game, I just didn't enjoy it and left. Something similar happened with AA for me, I did imnvest time getting to know it and i have to tell you, there is apoint where the satisfaction of playing AA gunner is overrun by the frustration of knowing your contribution to the game is minimal.
I center myself in pub play because I don't have the time to commit myself as a member of one; I sometimes stop playing by extended periods of time. Scoring by itself is not my principal motivation for playing; as my signature can attest, if I was more concerned with it I'd try to maximize scores and minimize loses. If you compared my three stat pages from BF2, 2142 and BC2, you couldn't tell I play exactly the same way, or should I say, with the same philosophy. I play to win, yes; but i also have "honor" in the sense that I won't leave a stacked game against me just to save myself from getting a loss; i don't quit games when my KDR or SPM ir negative or low.
Now, regarding games; i believe games are to be played the way the developer intended, as in: I don't believe in games being "sluggish" or "fluid" for FPS, i try to understand what the developer went after or how they envisioned the gameplay. For me, bad control is when you push left, and the character stutters, moves right, or simply doesn't respond. I reckon BF soldiers have always been a bit clunky, unlike the warriors from Quake or UT; because the setting is different. In that respect, controls in BF have always been good because IN-GAME, they always respond the same way. Same with the firing mechanics. Hitreg on the other hand, until BC2 have always been sketchy at best in live multiplayer over the internet, some people get good hitreg, many people get dust or misses, completely unrelated to their aiming ability. If you tell me "BFBC2 has bad or unresposive controls" I will call you a liar, because controls work as intended, just don't work like in other games. Therefore, for me, imo, you either get used to the way a game plays, or leave.
In this example, AVA has great controls for its gameplay. It's fast paced and visceral, you have to have very good reaction time, and the controls provide it. it's firing mechanics are more similar to COD than BF; yet you won't see me complain BF is "slower" or "slugish" since the gameplay in BF is very different; medium to long range; squad based since BF2; you are never supposed to go alone anywhere, therefore you don't need pinpoint accuracy from your weapons.
for me this is the basis of the whole franchise; the teamplay in BF you can't find anywhere else; and i believe you shouldn't come here (and I don't mean you specifically) expecting to find fast paced firefights one on one. The way I understand BF as a franchise, the goal of the game is capture flags or bases, to make the other team run out of tickets. this is the only objective. killing people is a way of achieving this, but not the only way. BF always provided ways to communicate to your whole team, that got refined in BF2 with the commrose and voip, and commander orders over the map.
KDR in these games is meaningless; shooting is just a mean to get to the flag, clear it of enemies and securing a position; not the goal in itself.
you must have witnessed this, sometimes the bigger scored players end up in the losing team; having a high KDR guy in your team doesn't guarantee you the victory. This is where the air mechanics and sometimes the armor mechanics in BF2 irk me to no end. they facilitate the obliteration of the enemy force with no real risk involved unless the enemy has better players, or better coordination, and sometimes both, since a team composed of newbies, no matter how well coordinated, can't overcome a single expert player in a plane or chopper.
in my eyes, for pub play; there should be this balance, or equality as you once said; no matter what vehicle you choose, a single determined player from the opposing side must be able to stop you, or at least distract you, based on his skill, not the power of your vehicle. for me vehicles are just a support role for the flag cappers, or should be; like they are in BC2.
Why I think choppers are perfect in BC2 and not in BF2? It's not really the "ease" about disposing of them; it's the role they play, and the potential they have. i like choppers in BC2 are easy to learn, but difficult to master. I don't see them as "limited" in their potential. One thing that bothered me in BF2 was the fact they have no hard checks in place. You can fly as high as you want, and turn them around however you can, like they were characters, not tools. they were harder to learn, yes; but they were frustrating to learn too; if i hadn't had practice with BFV, I would have never dared to pick one up past my tenth or so crash trying to take off, I might as well have thought that they were broken and useless; and it happened to a lot of people. If anything, I'd say they need even more skill this time around, to get really good at them, since they have a lot of counters and are not an "I win" card unless left unchecked, and it still happens, but now it's easier to mount a counter with some proper teamwork, without focusing the whole team on a single vehicle. I know you don't like this, but like I said, it's the way it is right now; and it's fun and rewarding for both sides, the ones in the chopper, and the ones trying to bring it down. the way it was before felt more like a chore, a difficult, unrewarding one.
As a token: today i got my first faceful of dart guided Chopper rocket. It hurts, but didn't feel unfair, I was dueling with it, trying to position my tank at the right angle over a dune to get fire angle enough to get it with the extra gun; since my turret gunner was being unhelpful. and both he and I had to keep an eye open for rogue engies with tracer darts; and I had to look also for C4 planting assault or recon; i can tell you that this night was memorable for that pilot and gunner, since they managed to trace me and dispose of the tank that was making their life hell for over two minutes.
And that's the thing i envision the developers having as their goal. The player not telling about the day they finally hit 1500 hours on a plane, or the round they had 10/1 KDR; but they telling about that night they managed to sneak around the defenders and plant C4 on their assets, or that round they drove a tank through a wall. Or the time they flew a chopper right above the water, speeding through a hail of bullets and paradropped behind enemy lines. Do you think anybody really remembers a particular quake match? and this is what BF has over all the other franchises.
So, to close this up; inm y opinion, vehicles of any kind are tools to help you support the troops to cap flags, or this time around, blow up the mcomms; the second they become capable of overcoming the entirety of the opposing team, they become unbalanced for the gameplay, they are to have checks that are very strict; this time around, in my opinion, they have the potential to remain a power multiplier without being completely unstoppable, but they allow the people interested and willing to sink time on them, to be harder to defeat while still allowing for a lot of fun to be had, and enough room to improve. they also give the chance to the people willing to, and dedicated to, to have a fir chance of fighting them on equal terms. i see them now, as requiring more skill to use since they have harder checks, like an altitude limit, and the need to land to get repairs.
I posted a guide somewhere else, to modify some settings that suppodsely allow choppers to have nearly the same mobility they had in BF2; I bet we'll start to see much more maneuverable choppers in the near future since this is not the only board that post has been published, we'll have to wait and see what that does for balance.
Originally posted by Chris_Redfield
And it's not that I don't enjoy mods per se, they are just not the main reason I buy games on PC. I was a console player first and foremost, I'm more used to discard games if they are not up to snuff since back in the day, a broken game stayed broken. Now don't get me wrong; I like twitch games too, but I'm aware I don't have the time and haven't for some time now, to dedicate myself to the competitive aspect of those games. I played UT2004 until I was no longer able to have fun in a round. I did enjoy CS when it was released; played the hell out of it, but I wanted something more and so i went and looked for it; I never imagined it would turn out to be this big in the end.
What I mean when I say it didn't evolve as a game; is that CSS is basically the same game with a new engine, with a few tweaks here and there, so there was nothing new for me in the game. I'm far from a casual player, just can't dedicate myself to be a full time pro player; I play until the majority of the casuals leave, and the regulars outplay me or I hit my plateau in-game.
Just like you said, I used and abused some of the tactics oyu mention; but I don't like to play that way; in the specific case of dolphin diving, I always knew it wasn't a problem with the proning itself, but the hitboxes getting screwed up; I could play that way to stay in the game, I just didn't enjoy it and left. Something similar happened with AA for me, I did imnvest time getting to know it and i have to tell you, there is apoint where the satisfaction of playing AA gunner is overrun by the frustration of knowing your contribution to the game is minimal.
I center myself in pub play because I don't have the time to commit myself as a member of one; I sometimes stop playing by extended periods of time. Scoring by itself is not my principal motivation for playing; as my signature can attest, if I was more concerned with it I'd try to maximize scores and minimize loses. If you compared my three stat pages from BF2, 2142 and BC2, you couldn't tell I play exactly the same way, or should I say, with the same philosophy. I play to win, yes; but i also have "honor" in the sense that I won't leave a stacked game against me just to save myself from getting a loss; i don't quit games when my KDR or SPM ir negative or low.
Now, regarding games; i believe games are to be played the way the developer intended, as in: I don't believe in games being "sluggish" or "fluid" for FPS, i try to understand what the developer went after or how they envisioned the gameplay. For me, bad control is when you push left, and the character stutters, moves right, or simply doesn't respond. I reckon BF soldiers have always been a bit clunky, unlike the warriors from Quake or UT; because the setting is different. In that respect, controls in BF have always been good because IN-GAME, they always respond the same way. Same with the firing mechanics. Hitreg on the other hand, until BC2 have always been sketchy at best in live multiplayer over the internet, some people get good hitreg, many people get dust or misses, completely unrelated to their aiming ability. If you tell me "BFBC2 has bad or unresposive controls" I will call you a liar, because controls work as intended, just don't work like in other games. Therefore, for me, imo, you either get used to the way a game plays, or leave.
In this example, AVA has great controls for its gameplay. It's fast paced and visceral, you have to have very good reaction time, and the controls provide it. it's firing mechanics are more similar to COD than BF; yet you won't see me complain BF is "slower" or "slugish" since the gameplay in BF is very different; medium to long range; squad based since BF2; you are never supposed to go alone anywhere, therefore you don't need pinpoint accuracy from your weapons.
for me this is the basis of the whole franchise; the teamplay in BF you can't find anywhere else; and i believe you shouldn't come here (and I don't mean you specifically) expecting to find fast paced firefights one on one. The way I understand BF as a franchise, the goal of the game is capture flags or bases, to make the other team run out of tickets. this is the only objective. killing people is a way of achieving this, but not the only way. BF always provided ways to communicate to your whole team, that got refined in BF2 with the commrose and voip, and commander orders over the map.
KDR in these games is meaningless; shooting is just a mean to get to the flag, clear it of enemies and securing a position; not the goal in itself.
you must have witnessed this, sometimes the bigger scored players end up in the losing team; having a high KDR guy in your team doesn't guarantee you the victory. This is where the air mechanics and sometimes the armor mechanics in BF2 irk me to no end. they facilitate the obliteration of the enemy force with no real risk involved unless the enemy has better players, or better coordination, and sometimes both, since a team composed of newbies, no matter how well coordinated, can't overcome a single expert player in a plane or chopper.
in my eyes, for pub play; there should be this balance, or equality as you once said; no matter what vehicle you choose, a single determined player from the opposing side must be able to stop you, or at least distract you, based on his skill, not the power of your vehicle. for me vehicles are just a support role for the flag cappers, or should be; like they are in BC2.
Why I think choppers are perfect in BC2 and not in BF2? It's not really the "ease" about disposing of them; it's the role they play, and the potential they have. i like choppers in BC2 are easy to learn, but difficult to master. I don't see them as "limited" in their potential. One thing that bothered me in BF2 was the fact they have no hard checks in place. You can fly as high as you want, and turn them around however you can, like they were characters, not tools. they were harder to learn, yes; but they were frustrating to learn too; if i hadn't had practice with BFV, I would have never dared to pick one up past my tenth or so crash trying to take off, I might as well have thought that they were broken and useless; and it happened to a lot of people. If anything, I'd say they need even more skill this time around, to get really good at them, since they have a lot of counters and are not an "I win" card unless left unchecked, and it still happens, but now it's easier to mount a counter with some proper teamwork, without focusing the whole team on a single vehicle. I know you don't like this, but like I said, it's the way it is right now; and it's fun and rewarding for both sides, the ones in the chopper, and the ones trying to bring it down. the way it was before felt more like a chore, a difficult, unrewarding one.
As a token: today i got my first faceful of dart guided Chopper rocket. It hurts, but didn't feel unfair, I was dueling with it, trying to position my tank at the right angle over a dune to get fire angle enough to get it with the extra gun; since my turret gunner was being unhelpful. and both he and I had to keep an eye open for rogue engies with tracer darts; and I had to look also for C4 planting assault or recon; i can tell you that this night was memorable for that pilot and gunner, since they managed to trace me and dispose of the tank that was making their life hell for over two minutes.
And that's the thing i envision the developers having as their goal. The player not telling about the day they finally hit 1500 hours on a plane, or the round they had 10/1 KDR; but they telling about that night they managed to sneak around the defenders and plant C4 on their assets, or that round they drove a tank through a wall. Or the time they flew a chopper right above the water, speeding through a hail of bullets and paradropped behind enemy lines. Do you think anybody really remembers a particular quake match? and this is what BF has over all the other franchises.
So, to close this up; inm y opinion, vehicles of any kind are tools to help you support the troops to cap flags, or this time around, blow up the mcomms; the second they become capable of overcoming the entirety of the opposing team, they become unbalanced for the gameplay, they are to have checks that are very strict; this time around, in my opinion, they have the potential to remain a power multiplier without being completely unstoppable, but they allow the people interested and willing to sink time on them, to be harder to defeat while still allowing for a lot of fun to be had, and enough room to improve. they also give the chance to the people willing to, and dedicated to, to have a fir chance of fighting them on equal terms. i see them now, as requiring more skill to use since they have harder checks, like an altitude limit, and the need to land to get repairs.
I posted a guide somewhere else, to modify some settings that suppodsely allow choppers to have nearly the same mobility they had in BF2; I bet we'll start to see much more maneuverable choppers in the near future since this is not the only board that post has been published, we'll have to wait and see what that does for balance.
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