Suggestions for gameplay changes for EA

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  • DepthCharge

    #1

    Suggestions for gameplay changes for EA

    I was putting together a list of changes that I think might help the game overall, and I figured
    I'd like to have you guys take a look at it. Be blunt with your feedback :)

    Class tweaks
    General Notes: When looking at how classes play, I've taken my experiences
    in the game and what I've heard about on the forums and compiled a list of
    suggested tweaks to each class that might improve how the game plays.
    Take them or leave them, they're simply a list of possible changes that might
    help the class, by no means am I suggesting that all of them be implimented,
    especially not at once. Keep in mind that some tweaks are to tone classes
    down, some are to tone the classes up. I am of the opinion that the medic
    could be toned down a little bit for the points it gets as a class, but only
    slightly. The other classes, then, should be toned UP so that there are many
    opportunities for a lot of points. This is simply because of the huge
    requirements for increasing in rank and gaining medals and such. So with that
    in mind, most suggestions tweak most of the classes 'up' for teamplay (not
    for combat), and attempt to balance them out so no one class is cut-and-
    dry better than the others in terms of combat effectiveness and ability to
    gain points. How many of these tweaks are implimented, if any, would be up
    to EA. Their job would be to determine if the assumptions which I base my
    suggestions on are correct, and select a proper course of action from there,
    be it implimenting my idea if it has merit, or rather, finding their own solution
    to the problem. For example, if stats do show that in fact, medics are
    advancing and racking up more points than other classes, perhaps some of
    the changes I suggest for the medic should be implimented. The key of
    course, is the find balance, to where all of the classes are played near
    equally. You wouldn't want to do all these changes at once, however, as you
    run the risk of overpowering or nerfing classes and losing players. The
    tweaks, by the very nature of tweaking, must be slight, and the effects of
    each tweak must be judged before moving on. EA would have to do such
    things such as check and see which class generally has the highest average
    score after a match, or the total amount of time the community has logged
    playing each class, or perhaps the ratio of fights won with one person
    crouching and the other running then diving prone.

    So, the assumptions I operate off of are...
    1.) Medics have more chances to earn points, and as such, earn more points
    and advance unfairly fast when compared to other classes. Thusly, they are
    overplayed.
    2.) Spec Ops is overplayed, due to their relatively good main weapons and
    their C4, which allows them to threaten nearly anything on the battlefield. No
    other class can make such a boast.
    3.) Support, Engineer, and Sniper are underplayed (in the roles they are
    intended for, anyway).
    4.) Anti-tank and Assault could use some tweaking, but seem ok overall.

    ...if you believe these are incorrect, please tell me, and I will reconsider my suggestions.

    1.) Engineer - Currently, the engineer class is usually only played when
    making specific use of vehicles. They hesistate to use mines, as teammates
    will often run over them and punish them. Not only that, but due to the
    relative rarity of situations in which an engineer can gain a repair point, they
    are left somewhat out in the cold for the purposes of class-specific teamplay
    points (when compared to medics and support classes). I'd like to see the
    person who manages the Second or Final level of engineering repair badge
    without exploiting in some manner or Blackhawk hopping for an hour. So,
    make it easier for the engineer to earn themselves repair points, fix the mine-
    tk problem, and maybe flesh out the engineer's ability to sense and disarm
    enemy explosives, if appropriate.
    Suggestions:
    a.) Get repair point for repairing 25%, not 50%. (anything...bridge, friendly
    vehicle, UAV, etc.). Also, they'd need to be able to see when friendly
    vehicles are damaged more than 25%.
    b.) Friendlies running over mine = suicide? Is no more? No damage at all? How
    do you prevent stupid mine usage or tk mine usage?
    c.) 'Engineer sense': As far as I can tell, when you're in game and you're near
    enemy explosives as an engineer, you usually get a warning. I'm not sure if
    this 'sense' is specific to the engineer class, but it should be. Furthermore, it
    could be tweaked into a real feature of the class. It could tell you the type
    of danger (Claymore, C4, or Mine)? The warning should tell you how close
    you are to the enemy explosive, either with a distance meter to the nearest
    explosive, or by blinking more rapidly as you approach it. Of course, it should
    NOT be indicated by an icon in the HUD like friendly explosives are. Make it so
    that given time, Engineers can find where an explosive is and disable it.
    d.) Should be able to sense/disarm C4?
    e.) Maximum limit for mines = 5? (If you run any more, you run the risk of
    n00bs mining off every entrace to a base)
    f.) Engineers would be the only class capable of disabling enemy explosives,
    and they should get points for doing so (it's a risky job, and engineers are
    the only guys who can do it, so they should get points).

    2.) Spec Ops - Many people play Spec Ops, but they usually seem to play it
    as more of an assault class rather than actually engaging in 'Spec Ops'. Only
    rarely have I seen bridges blown or C4 used to set up traps and destroy
    Commander assets. Usually, Spec Ops are the guys charging out of buildings
    blowing up tanks or going around suicide bombing. Spec Ops, more than many
    classes, is capable of taking on any threat and being good at nearly any role,
    hence its popularity. The class, in my opinion, should become geared more
    towards being sneaky and actually engaging in 'Special Operations'. Leave
    Flag Capping to the assault class. My main suggestion is a more inaccurate
    and/or less powerful gun (but silenced and with a flash suppressor). If you
    want to be sneaky at range, be a sniper. If you want to be sneaky up close,
    play Spec Ops.
    Suggestions:
    a.) Weaker Gun: Tone the primary gun down, and the other aspects of the
    kit become critical. Now this 'nerfing' of the primary gun of the Spec Ops can
    come in one of two ways. The first is that the weapons are made far less
    powerful, like the Anti-tank classes submachine gun is now. The other option
    is to make it far less accurate (which is my suggestion). Now, to start making
    the class sneaky, while you tone their main gun down in one fashion or
    another, make the rifle silenced and/or have a flash suppressor. Since most
    Spec Ops guns appear to be very small, they should allow for a lot of
    stamina, and by virtue of their small size and short barrel, they SHOULD be
    inaccurate. Make the gun only useful for up-close encounters. Perhaps
    instead, the rifle could be decently powerful up close, but damage drops off
    very rapidly as you get further downrange (that's how Submachine guns
    should be, in my opinion). Leave the stealthy long range stuff to snipers.
    b.) Reward for destroying enemy command assets and 'enemy' bridges (what
    determines an 'enemy bridge'?). This seems to be planned for implimentation
    in the next patch, which is a good idea, I think. Perhaps only reward the first
    time they are destroyed, then, see g.).
    c.) If the class remains overplayed after being tweaked down, perhaps
    change how C4 is deployed/works? Make it so that it only sticks to stationary
    targets? Or simply unmanned vehicles and fixed targets? You'd still be able to
    toss it onto vehicles, but it'd be more iffy if the target kept moving. If it
    simply didn't stick to enemy vehicles, then that's one of the problems right
    there.
    d.) Camo
    e.) Reward knife kills with additional class points (promotes people remaining
    silent and stealthy).
    f.) Reward kills that prevent the enemy team from repairing their assets (IE:
    Make it so that a destroyed enemy UAV is something that a Spec Ops class
    will want to defend and make sure that the enemy team doesn't get it
    functional again). Gamewise, just make it so that a destroyed enemy asset is
    not like a Flag Area, and the Spec Ops class gains points for defending it just
    like he would for defending a flag.

    3.) Support - Relatively few people seem to play Support Class. While those
    that do seem to have developed a taste for the class, personally, I think
    there might be a few tweaks that might improve players chosing this class in
    support of their team.
    a.) The support class should be able to 'Deploy' his machine gun using the
    bipod that's already represented on the model (while either prone or set up
    on a ledge, like sandbags or a window or whatever) for a tight spread, and
    the gun would be very inaccurate otherwise. Movement is restricted while
    deployed (front 45 degree arc from where you deploy, you'd have to redeploy
    to point someplace else). Anyone played Day of Defeat? Like their machine
    gunners. This should allow for sustained bursts of relatively accurate
    SUPPRESSING fire (accurate enough to make sure people respect it and are
    actually suppressed). Those who attempt to run through a constant stream
    of fire from a machine gun should die VERY quickly, unless sprinting VERY
    short distances perpendicular to the machine gunner from piece of cover to
    piece of cover. Short bursts of fire while deployed should allow for near rifle-
    like accuracy. Also, perhaps increase the RoF of the machine gun weapons
    (Mg42), and make sure you have tracers. In a straight up firefight, if
    someone's in front of a deployed machine gun, they should LOSE unless
    they're a sniper at range. It should take a moment to deploy and undeploy,
    to make grenades effective at rooting out Support guys.
    b.) Should get no points for dropping ammo bags. Ensures that in order to
    gain teamplay points, a Support class must choose between actively
    teamplaying (running ammo), and setting up his weapon to get kills and
    defending. Shouldn't be able to do both.

    4.) Medic - Few changes needed here, as in my opinion, the class is pretty
    good. Many people, however, believe that those being a medic are so
    because they simply wish to gain a lot of points. So the solution I offer here
    is simple. Make it so that the points a medic gets are from actually taking the
    time to do a dedicated healing/revive action. Simply throwing down a health
    pack doesn't really seem like teamplay to me, nor does it make sense for a
    medic to simply toss down a pack and say 'heal yourself'. Make it a dedicated
    action to heal teammates, and still allow points for reviving (which can be a
    critical function of a medic and is dangerous), and I have no problems.
    a.) Not able to drop healing packs.
    b.) Should know which wounded are squad leaders/commander, and gets
    additional points for reviving them.

    5.) Sniper - Many changes are offered here, because for the most part, the
    Sniper class, while certainly not useless, simply seems...off. It can be done
    better, and as such, the role of a sniper should become more defined and,
    well, sniper-like. So I'm going to throw out a lot of suggestions. I wouldn't
    dream that all of these should be implimented, because then you'd have elite
    snipers making the game completely unfun by capping you and your entire
    squad clear across the map, just like we have elite pilots now. No one person
    should be able to determine whether or not a team wins EXCEPT for the
    commander, and even then, only if he commands well and his men listen. The
    only combat tweaks I'm suggesting are more accuracy (but with scope sway
    and restrictions) and a little damage tweaking for the M95 and the semi-
    autos (see a.)).
    a.) More damage for M95 (1-shot chest kill (if target is unarmored)) (M95
    should have large muzzle flash and make a lot of distinctive noise). Also, not
    sure if this is already the case, but the semi-auto sniper rifles should be able
    to kill in one HEADshot.
    b.) A sniper should only be able to scope in when stationary. The moment he
    moves he should scope out.
    c.) Deviation of weapons should be changed. The American Bolt Action
    should be almost perfectly accurate if the sniper is prone and deployed.
    Basically, if a sniper can see a target, and the target is stationary, he should
    be able to reliably hit it in the head with the American Bolt Action, and in the
    chest with every other rifle (let's just say, for argument's sake, the American
    Bolt Action has an deviation of 1, and all the other rifles should have a
    deviation of 2). Depending on how far a sniper can zoom, at the most
    extreme zoom level, an American Bolt action should be able to reliably hit a
    target in the chest, while the other rifles would have like a 75% of hitting the
    target if you aim for center of mass.
    d.) Allow snipers to deploy, like machine gunners, when prone or given a
    surface to deploy on, such as a sandbag or a window ledge. While deployed,
    you can't move and you can only move your point of view 45 degrees from
    the direction you set up. Deploying while standing would give you prone level
    accuracy (the good here is that a sniper can set up in a buildling with some
    cover), and deploying while prone would give you the best accuracy in the
    game (in terms of accuracy levels, it would probably halve current
    deviations). The 'x' key could be used to deploy, but only while unscoped and
    either a.) prone or b.) near a suitable support surface, such as a ledge or
    sandbags. Deploying and undeploying would take a moment.
    e.) Higher levels of zoom (re-select sniper rifle to change zoom level, ala
    switching firing modes for other weapons). Sniper rifles would have very,
    very, very little accuracy when unscoped (the player shouldn't even get a
    crosshair).
    f.) Put in Scope Sway (ala Day of Defeat's sniper rifles). Standing = most
    scope sway, crouching = less, prone = even less sway, deployed while prone
    = least.
    g.) Accuracy for positions: Standing should be inaccurate, useful at short
    ranges only or for spotting, crouching should allow for more accurate shots
    but would still be inaccurate, useful perhaps to shoot someone across a small
    base or a few dozen yards from you. Prone would result in more accuracy,
    allowing you to say, hit a target across a sizeable river (like the one in
    Dragon Valley). Deployed and prone would give you the most accuracy,
    allowing you to hit anyone you can see (keep in mind that the sniper would
    be required to factor in travel time of the bullet, so don't worry, it'd still be
    hard to hit someone at that range). Note that all this is only if the rifle is
    scoped in. If unscoped, the sniper would be lucky to hit someone 5 yards in
    front of him.
    h.) Gets kill assist or teamplay points for enemy vehicles spotted that are
    destroyed by teammates during 'spotted' duration (not infantry, because the
    sniper can just kill those)
    i.) Sniper hits reduce stamina to zero (represents the dangers of snipers and
    their pinning ability)
    j.) Gains additional points for killing enemy Squad Leaders (5 points) and
    Commanders (10 points) (would be able to know who the squad leaders and
    commanders are if he can see them). Reward careful, deliberate sniping (and
    patience), where he sets up, shoots, then moves to avoid detection.
    k.) Sniper sense: Knows when he's been 'spotted' or UAV'ed (if visible to
    UAV) or both?
    l.) Name doesn't show up when enemy aims at you? (Allows camo to be more
    effective, especially if you remain still). See notes below on camo in general.
    m.) Fix Claymore Teamkills just like Engineer Mine TK's.

    6.) Anti-tank - The anti-tank class, while pretty good overall, could also use
    the opportunity to make some more points. Also, if any ground trooper
    should be set up to fight aircraft, I think the Anti-tank might be a good
    candidate, since there seems to be a general complaint out there that air
    defense weapons simply don't work all that well (a good pilot is neigh
    invulnerable in an aircraft, and chopper pilots can be an absolute terror).
    Point is, anti-air emplacements offer precious little protection from aircraft,
    and besides, the better pilots know exactly where the emplacements are and
    when someone is in them (and it's not hard at all to dodge missiles, even
    after you've dropped counter-measures) by the fact that the emplacements
    cease the appear grey and empty on the minimap.
    a.) Stinger? (switch firing modes on anti-tank rocket to target aircraft?)
    b.) Teamplay points for taking out vehicles in general? Additional assist points
    for helping to take out vehicles, to promote multiple anti-tank guys to work in
    unison to bring down enemies?. Perhaps 1 point for every hit against an
    enemy vehicle?

    7.) Assault - The Assault Class, for the most part, seems to do pretty well as
    is. They could use more opportunities for teamplay points, however.
    a.) Since assaulting points is most of what the Assault class does, they
    should probably gain additional points for assaulting and capturing a point
    (always get points as though capturing, rather than assisting?).
    b.) Takes points faster than other classes (say, 50%?)

    Tweak Vehicles
    a.) Attack choppers should only take one tank shot before going down (or
    being buried in the red)?
    b.) Transport choppers should take 75%+ damage from a tank round?

    Change Team Damage/Punish system
    a.) Change it. Fix what counts as a tk to actually represent tk's.
    b.) Make friendly explosives warning symbols denote C4, Claymore, or Mine
    c.) Make Claymore and Mine TK's count simply as suicides? How would you
    counter intentional tk'ers then?
    d.) Forgive should fully remove all point loss.
    e.) Fix physics and kill allocation so that tk's are really tk's (rather than
    someone tripping on their way out of a helicopter)?
    f.) Tk should default to 'forgive'

    Change Team Balance system
    a.) Switch Lone Wolves first, then entire squads (if possible), smallest squads
    before larger ones, Squad Members before leaders. This means that the lone
    wolves get switched first, then 1-man squads, then a member from a 2-man
    squad, then the squad leader from the same squad, so on and so forth.

    Game Mechanics
    a.) Can't shoot while jumping (takes a moment to bring gun back up)
    b.) Can't shoot while diving (takes a moment to bring gun back up after
    proning) (This makes crouching a more worthwhile option in a firefight)
    c.) Jumping takes 30% stamina? Not able to jump below 30% stamina level?
    d.) 3-d warning for for incoming friendly arty
    e.) More effective anti-air (against planes) (missiles should seek
    better/faster, or chance that flares won't work), and choppers that are
    slightly less tough. Also, take the ability to drop bombs away from airplane
    pilots. Let them have guns and missiles, that way they're effective against
    aircraft and at strafing positions. Let BOMBERS drop bombs, and leave that in
    the hands of the Bombadier. This will balance the aircraft just like other
    vehicles are balanced. As is, a skilled pilot can kill just about anything on the
    map. They may not be able to hit infantry spread out across the map, but I'll
    be damned if they won't bomb a position that's being taken and completely
    abort an offensive. If they want to attack ground vehicles, let them use a
    chopper or a bomber, but be vulnerable to fighter aircraft. Everything should
    be effective against some things, and vulnerable to others. Like the Spec
    Ops class, no other vehicle but a fighter-airplane can take on everything on
    the map (and the fighter can do it easily). Perhaps allow the Bomber to have
    flares, but deny them to the fighter, so they have to outrun and dodge the
    missiles.
    f.) Easier to get lots of points as any class (that, or change the ranking and
    medal requirements to something more realistic and attainable).
    g.) When you leave a squad, you cannot rejoin for 15 seconds (prevents
    leaving and rejoining to change squad leader)? 30 seconds? This makes
    keeping the squad leader alive very important.
    h.) Extend Flag Defense Area to twice radius to capture flag? Flag Defense
    assists? (reward defense more, because being stationary and suffering
    through arty and bombing sucks). Perhaps for the entire area of a base?
    i.) Pistols less accurate than just about any other weapon overall, decent
    power, except against Body armor.
    j.) Give different symbols for different threats, C4, Claymore, Mine, class-
    specific warnings?
    k.) Parachutes only for jumping out of helicopters/aircraft (not jumping off a
    high ledge)
    l.) Commander not punished for poor use of arty? Punished less? Not at all if
    he tk's lone wolves, can only be punished if he doesn't warn squads
    (assuming 3-d arty icon tweak).
    m.) More incentives to command (and command well) (fewer points
    for 'active duty' commanders, as they should be commanding, not running
    around capping points), Commanders only get teamplay points for defending,
    not capturing points or kills.
    n.) Longer 'spotted' time to reward taking the time to 'spot' something or
    someone? 10-15 secs?
    o.) Fix VOIP support (multiple times I've played on a VOIP server and not
    been able to communicate via VOIP)
    p.) Get additional points for destroying/killing spotted targets (spotter
    wouldn't get any extra points if they kill what they spot). (Gives Planes,
    Armor, Helicopters, Snipers, etc. incentive to help out their teammates in
    distress).
    q.) Capping goes half as fast in vehicles? (1/2 in ground vehicles, 1/4 in
    aircraft/helicopters?)
    r.) Capping a point takes 50% longer? (discourages lone wolves assaulting,
    encourages lone wolf play focused on something other than points capping as
    well as squad functioning and teamplay). Encourages people to squad up
    (this leaves Lone wolves to do lone wolf stuff, IE: Snipers, Pilots, Spec Ops
    Infiltrators, etc.).
    s.) Medals, Badges, and Ribbons should use TOTAL stats, not 'x in one round'
    values. Otherwise, badges such as the knife or pistol badge, which require a
    score of 'x in one round', are detrimental to a team. Rather than do awards
    by a person's performance in a round, do it by their performance overall, or
    over time as a rate (perhaps get an award for reaching a RATE of 3 teamplay
    points, or Commander points, or Squad Leader points, or Squad Member
    points a minute, or kill assists, or vehicle points, something like that), or a
    percentage. Increase the incentive for teamplay, not individual glory, with
    awards. Make it so that going for any award and playing as best you can for
    your team are not mutually exclusive. This also prevents people from
    choosing a server based upon round time and how long they have to try to
    get a medal.
    t.) Take a look at the records of each top player. If they have exploited,
    bust them down to private or ban their CD-key. If they've been warned
    before, ban their CD-key.
    u.) When voting, the amount of votes required to get something done, such
    as a map change or kicking a player, should not take into account those who
    abstain from voting to determine the required number of votes. Say, if 66%
    or 75% of those who voted vote for something, then the vote would be
    successful (probably 75%).
    v.) Spec Ops and Snipers should be able to disable THEIR explosives and pick
    them up, probably using their knife like an engineer would his wrench.
    w.) Reward for defending command assets and bridges from Spec Ops.
    x.) Camo, while also helping you visually blend in, should prevent your name
    from showing up when an enemy aims at you (when you're on foot) (applies
    to sniper and possibly spec ops).
    y.) ENTIRE TEAM SHOULD BENEFIT FROM WINNING, not just commander! 25%
    extra points for being a squad leader/member on the winning team, x2 for
    being commander, and NO BONUS for lone wolves (let them form a one man
    squad if they want to wander around on their own, at least the commander
    can communicate with them then).
    z.) Teamplay needs to be emphasized more. Commander should get teamplay
    points for each order he gives to a squad that they complete. The squad
    leader should get teamplay points for each order he gets from the
    commander that he and his squad complete. The squad members should get
    teamplay points for each order he gets from his squad leader (and by
    extension, the commander) that he completes. When giving orders, the
    orders are considered 'completed' if even a single member of a squad
    completes them. Only the members that actually follow the order get the
    additional points (and the commander gains the additional points for having
    his order followed). No additional points for 'move' orders. There should be a
    way to set up waypoints and a set of commands for squads. Squad Leaders
    get teamplay points for following orders (not 'move' orders) from commander,
    and squad members get teamplay points for following orders from squad
    leader (and by extension, the commander).

    Orders that the Commander/Squad Leader/Squad member would get points
    for would be 'attack' (capture a point), 'defend' (defend a point), 'destroy'.
    Squad Leader would get a point for forwarding a request from a squad
    member onto the commander. Commander gets points for honoring requests
    from squad leaders.

    Orders:
    ATTACK: The Commander gains points if the squad he orders to attack a
    point captures it.
    DEFEND: The Commander gains a point each time the squad he orders to
    defend a point defends it (see h.)). This will cause commanders to consider
    defense more. Each member of the squad gains an additional point for each
    Flag Defense kill they get during this period (order should last say, three
    minutes before the game determines whether or not it was a successful order
    and determines whether or not the squad deserves additional points for
    completing the order).
    DESTROY: The Commander gains a point if the squad he orders to destroy a
    target does so.
    Leave the other commands in, but no additional points are gained by
    completing those (For example, tell an engineer to mine an area, and they will
    do so, then tell them to defend it, then both the commander and the
    engineer benefit from the flag defense kills the mines net).

    Commanders should be able to queue up multiple orders for a squad (perhaps
    by holding shift).
    There should be a more concrete system of giving orders, where the game
    recognizes when an order is complete and awards the squad and commander
    accordingly (perhaps an auto-request for new orders when old orders are
    complete?). For example, if a commander gives a squad an order to defend a
    point, the order should last three minutes, and if, during this time, the squad
    gains any Flag Defense Points (and the flag remains in friendly hands), the
    order is successful and the Commander, Squad Leader, and Squad Members
    get points. Also, if a squad is given the order to attack a point, they have
    three minutes to capture the point. If they do so, they and the commander
    gain additional points.

    So...thoughts?
  • K.B.Strandberg

    #2
    I am thinking I won´t be reading all of that ;P

    But the 2 first paragraphs sounded reasonable

    Comment

    • [LG]Cataclysm

      #3
      Support and Medics not being able to throw ammo or health? Hell no. Ther then that, I totaly agree.

      Comment

      • Cargoslug

        #4
        101% AGREE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!
        I want BF2 to be like that that would be so much better. Mabey if we all send them a email they will change that.

        Comment

        • ~US~Riggs-

          #5
          seams like you like to bash the lonewolfs... i do agree on the switching of lonewolfs first tho... a lot of lone wolfs jump between bases and attack the enemy mains. its kinda hard to have whole squads jump around because if the squad has more ppl then what can fit in a ground transport veh then its kinda hard to move around...
          the whole team should get extra points for a win but that might cause a "crap 5 tix left for my team i better switch to get more points" type of thing(witch would be bad...)
          defently fix the claymore/mine tk problems i dont know how many times i have been a sniper and got up on a roof layed a clay more so i dont get knifed from behind and another sniper will come up and get blowen up and punish me... the m95 should be a 1 shot kill gun from the waist line up... and like 85% dammage in the legs... bypod should only be on the M95 and sniper rifels that actualy have bypods... deviation should be like .5 on everything except for the M95 but the scope should sway, when prone the scope should sway less and less as you sit there.
          the deployable MG guns for the suppot is what i have been thinking of like in Wolfenstine Enemy Terriroy...

          You spot an enemy anything and some one kills it(other than you) you should get a team play point. only get points with in the 'spotted' period.

          most of the other stuff i agree with and nice fix list...

          also they should let you ad a pefix or sufix to your name or just let you change it all together keeping the same account.

          ~US~Riggs-

          Comment

          • (BG)Patton
            Member
            • Jun 2007
            • 829

            #6
            dont agree with the 45 degree only on the support or no pints for ammo

            Comment

            • ~US~Riggs-

              #7
              the deploying guns thing should be exactly like it is in Wolfenstine Enemy Territory with the moble MG42...

              Comment

              • DepthCharge

                #8
                1.) I think the Support should still be able to throw ammo around, I just don't think they should get a point for it. With the medics though, they get their points from reiviving in addition to healing, so I figure it wouldn't be a big loss and it would keep a lot of people from whining about the class.

                2.) I am a little rough on the lone wolves, but only those who aren't in squads. If they're not in squads, how can they teamplay, and how can the commander communicate with them?

                3.) Sorry it's kinda hard to read, I had it all tabbed out and easy to read, but this board doesn't really support that kinda stuff :)

                4.) Maybe I should add: No switching teams after either team is below 25 tickets or after 1 minute left in the round. You're right though, team bonuses might provoke masse exodus' onto the other team. Perhaps it should be squad bonuses (best squad gets additional points?). Hmmm...I'll have to think on that one, because a lot of unscrupulus people could take advantage of that.

                Comment

                • DepthCharge

                  #9
                  Oh, and I don't agree that spotting something and having someone else kill it should net you a point.

                  I think that should only be for snipers, as they usually have a large field of view and can help their team that way.

                  What I've found is that when I 'spot' something, it's usually because it's a big ugly tank rolling in on my position and I'm a medic or something. I spot it so someone else can come along and save my bacon. I don't think I should get a point for calling for help

                  Comment

                  • K.B.Strandberg

                    #10
                    I´d like to see a game developer finally allowing you to throw your knife using alternative fire. They should add that.
                    That and custom armpads, like in Raveshield or backbags or custom pads for your helmet etc. I am sure clans would love that.

                    Comment

                    • Cargoslug

                      #11
                      we realy need to send this in....if every one dose they of course will change some of the things we really need to do that bf2 would be so much better. :p

                      Comment

                      • DepthCharge

                        #12
                        Patton, the MG's would be restricted to 45 degrees of aiming when deployed, and during no other time.

                        Comment

                        • Jeebus007

                          #13
                          very good ideas overall.

                          as for specifics, definitely like the idea about how the support guys have to deploy their mg's for more accurate fire a la DoD (which, btw, is one of my all-time favorites =) ).
                          also agree with the idea of being able to take down choppers with one tank shell. i've lost count of the number of times that i hit a chopper with a perfect shot from the tank cannon, only to see it still flying and subsequently owning me with its rockets.
                          and the jumping/proning weapons delay is well thought out as well. As i've said before elsewhere in the forums, EA should adpot the movement/stamina system from DoD.

                          [EDIT] oh and another thing...about the team changing exploits. maybe it can be made so that u can only change teams within the first minute of the round. after that, the teams will be locked as they are, and will only be changed due to auto-balance.

                          Comment

                          • ~US~Riggs-

                            #14
                            personly i dont like being in a squad because then i cant do what i want teamplay is important but then again the lonewolfs help too... and as for teamplay... every squad i have been in dosent usualy use the VOIP and is hard to communicate anyways... and i have never seen a comander use his mic to talk to squad leaders because most of the time im in a squad is when i make one and i have some of my clan members join the squad...

                            Comment

                            • Forest

                              #15
                              I wouldn't add the support bi-pod 45 degree angle bit. Also, keep the get points for ammo. There is nothing wrong with this class. Just some people don't like and for that the don't play it. People have niches and making it so that everyone can be somewhat good at everything isn't a good idea in my opinion. However I think the time and energy you put into this list is excellent and I agree with 99% or the things you said. Good job and keep it up.

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