Ok, I'm in the mood to get flamed; I've played my share of shooters, and while BF2 has AMAZING graphics, it has quite a few problems, mostly stemming from play balance:
1) Point balance is messed up.
I kill an infantryman, I get two points. I kill a tank, I get two points (usually). A tank is MUCH harder to kill, why is the point cost the same? Same goes for alot of stuff...making vehicles worth more when you kill them would go a LONG way to making the game more balanced.
2) Too much asymmetrical combat.
80% or more of my kills are 'easy'...I'm in a tank or vehicle, and I'm blasting hopelessly outclassed infantry. 90% of my deaths are 'hopeless', where the situation is reversed, or I'm nuked by artillery.
I'd like to have a real chance every time I spawn, instead of "Oh, I spawned in front of a tank, and I'm in the open...I'm dead," or "Oh, I'm in a jeep, he's in a tank...I'm dead." I've never seen a game where so much of the 'combat' is simple slaughter. Spawn protection would be nice, as would more gun emplacements to at least give me a fighting chance sometimes.
3) Air power is messed up.
I can't count the number of times I've hit a chopper with the main gun on my tank twice...and the chopper just flies away to get fast repair. I can't count the number of times I've been one-shotted by a chopper/fighter, regardless of what vehicle I'm in...where's the balance here?
Anti-air weapons are ridiculous. Seldom to they hit, even with 'lock on' and no flares. They reload slowly. The best you can hope for is to damage the air unit, so that it flies off to get free repair. Meanwhile, you're dead, since its weapons oneshot anything no matter what you are.
Don't get me wrong, from a realism point of view, I understand that air power is supreme. But my tank targets like a WW2 vehicle (heck, not even that good), as does most everything else...this should be balanced, one way or the other.
Why does air power get awesome armor, ridiculously powerful weapons, great speed, AND free repair AND free weapon refit? Where's the drawback? The 20 minutes of practice it takes to learn how to fly one well?
Every map that has air power, becomes an air power map. Time and again, the highest scorer (except maybe the commander) is someone in the air. Time and again, the best kill/death ratio is by someone in the air.
Put some decent anti-air weapon emplacements in the game. If air power can oneshot anything, at least let the anti-air oneshot any air it hits.
Scale back the armor a bit on the choppers (50% or more), scale back the damage (30% off, at least) and let them get repaired by an engineer only, and similar for ammo refit.
How about an anti-air infantry kit? Yes, I know air can beat air, but I'd like another option, too.
4) C4 is messed up.
I'm so tired of C4 being used as a superpowerful hand grenade...it doesn't really work that way in the real world, and it screws up play balance (there are already 2 classes with significant anti-vehicle capability, and C4 is much better than anti-tank mines). Why is C4 so blasted hyperpowerful? I actually was in a chopper and C4 killed me while I was 30 feet in the air. We won't even discuss the suicide bomber lame-ness.
Since arty and the UAV trailer can only be killed by C4, make that what C4 is only good for (and, of course, they should get points for doing this). Alternatively, reduce the damage it does when placed out in the open. Alternatively, make it slow to place (5 seconds).
5) Engineer is screwed
I know, all classes have issues, but it really seems like the Engineer gets nailed too much. Yes, his weapon is really good at short range (but so is every other weapon).
His anti-tank mines are nice, but he loses TONS of points to idiots on his own team who run into them (and punish him as well)...as people get more experienced, almost nobody will ever hit them, either side. AT mines should be much harder to see (maybe a "5 second placement" to get the reduced visibility), and no TK point loss on mines that have been in play more than 10 seconds (to make griefing difficult).
He gets points for repair...but the commander gives a MUCH better repair kit, anywhere on the board. The support guy can get points very quickly, as anyone can run over his stuff; similarly, so can the medic. But the engineer has a much harder time getting repair points because he's just not as good or convenient as the commander.
The magic wrench is amazing, but it's not that hard to steal a vehicle from an engineer while he's doing that; the risk/reward ratio seems about right for that, at least.
6) Artillery too brutal
Yes, it's good stuff, but I'm tired of spawning and dying in under 2 seconds to it. Maybe some real warning that it's about to hit? Maybe it shouldn't devastate vehicles so much?
Ok, putting on the asbestos suit.
Take care,
Rick
1) Point balance is messed up.
I kill an infantryman, I get two points. I kill a tank, I get two points (usually). A tank is MUCH harder to kill, why is the point cost the same? Same goes for alot of stuff...making vehicles worth more when you kill them would go a LONG way to making the game more balanced.
2) Too much asymmetrical combat.
80% or more of my kills are 'easy'...I'm in a tank or vehicle, and I'm blasting hopelessly outclassed infantry. 90% of my deaths are 'hopeless', where the situation is reversed, or I'm nuked by artillery.
I'd like to have a real chance every time I spawn, instead of "Oh, I spawned in front of a tank, and I'm in the open...I'm dead," or "Oh, I'm in a jeep, he's in a tank...I'm dead." I've never seen a game where so much of the 'combat' is simple slaughter. Spawn protection would be nice, as would more gun emplacements to at least give me a fighting chance sometimes.
3) Air power is messed up.
I can't count the number of times I've hit a chopper with the main gun on my tank twice...and the chopper just flies away to get fast repair. I can't count the number of times I've been one-shotted by a chopper/fighter, regardless of what vehicle I'm in...where's the balance here?
Anti-air weapons are ridiculous. Seldom to they hit, even with 'lock on' and no flares. They reload slowly. The best you can hope for is to damage the air unit, so that it flies off to get free repair. Meanwhile, you're dead, since its weapons oneshot anything no matter what you are.
Don't get me wrong, from a realism point of view, I understand that air power is supreme. But my tank targets like a WW2 vehicle (heck, not even that good), as does most everything else...this should be balanced, one way or the other.
Why does air power get awesome armor, ridiculously powerful weapons, great speed, AND free repair AND free weapon refit? Where's the drawback? The 20 minutes of practice it takes to learn how to fly one well?
Every map that has air power, becomes an air power map. Time and again, the highest scorer (except maybe the commander) is someone in the air. Time and again, the best kill/death ratio is by someone in the air.
Put some decent anti-air weapon emplacements in the game. If air power can oneshot anything, at least let the anti-air oneshot any air it hits.
Scale back the armor a bit on the choppers (50% or more), scale back the damage (30% off, at least) and let them get repaired by an engineer only, and similar for ammo refit.
How about an anti-air infantry kit? Yes, I know air can beat air, but I'd like another option, too.
4) C4 is messed up.
I'm so tired of C4 being used as a superpowerful hand grenade...it doesn't really work that way in the real world, and it screws up play balance (there are already 2 classes with significant anti-vehicle capability, and C4 is much better than anti-tank mines). Why is C4 so blasted hyperpowerful? I actually was in a chopper and C4 killed me while I was 30 feet in the air. We won't even discuss the suicide bomber lame-ness.
Since arty and the UAV trailer can only be killed by C4, make that what C4 is only good for (and, of course, they should get points for doing this). Alternatively, reduce the damage it does when placed out in the open. Alternatively, make it slow to place (5 seconds).
5) Engineer is screwed
I know, all classes have issues, but it really seems like the Engineer gets nailed too much. Yes, his weapon is really good at short range (but so is every other weapon).
His anti-tank mines are nice, but he loses TONS of points to idiots on his own team who run into them (and punish him as well)...as people get more experienced, almost nobody will ever hit them, either side. AT mines should be much harder to see (maybe a "5 second placement" to get the reduced visibility), and no TK point loss on mines that have been in play more than 10 seconds (to make griefing difficult).
He gets points for repair...but the commander gives a MUCH better repair kit, anywhere on the board. The support guy can get points very quickly, as anyone can run over his stuff; similarly, so can the medic. But the engineer has a much harder time getting repair points because he's just not as good or convenient as the commander.
The magic wrench is amazing, but it's not that hard to steal a vehicle from an engineer while he's doing that; the risk/reward ratio seems about right for that, at least.
6) Artillery too brutal
Yes, it's good stuff, but I'm tired of spawning and dying in under 2 seconds to it. Maybe some real warning that it's about to hit? Maybe it shouldn't devastate vehicles so much?
Ok, putting on the asbestos suit.
Take care,
Rick
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