Mattc0m's 1.2 Patch Thoughts (long)

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  • Mattc0m
    Member
    • Jul 2007
    • 75

    #1

    Mattc0m's 1.2 Patch Thoughts (long)

    My post from TWL, here. Enjoy!

    Well, I've played the game for about 6 hours straight, and overall I'm pleased to see where it's headed, yet I am also extremely frusrated.

    First off, let me explain that I am focused on infantry for my team - that means I'm C4 chucking and M203 whorin' all the way. I also play Helicopter Pilot backup, so I practice a lot with that as well. For both positions, I'm good. Not great, but I understand how to play at a competitive level.

    I'll go through the pros and cons of what I've experienced so far. This is from an experienced BF2 player's prespective, but also from a relatively unbiased prespective as well. I'm willing to look at it from a critical prespective, but I'll also throw in my own thoughts as well.

    Let me also warn you, as things go own, I get used worse and worse language. So if your easily offended by a few swears, you might want to skip this over.


    Pros:

    Kit Balance
    - This is the #1 thing I like what they've done. Everything has a place, now. Assault and Spec Ops aren't dominating servers. I could seriously consider picking every kit right now, and it'd be useful. Before, I wouldn't even consider choosing half of the kits. Now, all of a sudden, Snipers, Engineers, and Support isn't totally worthless. While I think this rebalance will turn out great in the future, currently I'm ****ed off not being able to, well, own a pub server. That's frusrating right there.

    Air Balance - Let's be honest. Air power owns. A good helicopter pilot will own a map. AA is now effective. I do not think AA is overpowered - it is, however, USEFUL. Before, IGLA and AA vehicles were useless. There was no way you could shoot down an experienced pilot. Now, you can actually hit them. This is a huge bonus - and really balances things out. Now your not going to get raped from above, by a helicopter just sitting there, flying in circles. Your forcing both heli's and jets to use natural cover, their flares, ect. Pilots will have to play a lot more smart - instead of just playing to own as hard as they can. I know it sucks for a lot of pilots, I too enjoyed owning servers. However, air is a piece of the balance - instead of being the difference between a win or a loss.
    On the other hand, the TV missiles seem a lot smoother, and I can hit a enemy helis a lot easier. However, the shortened length will deny the helicopter some of it's "rapage" value.

    New Weapons - I love the unlocks. I've had more fun using the two new unlocks than I have any other unlock. P90 does a lot of damage, and is deadly in close range. Add that with a 50 sized clip, I found myself owning groups of infantry using an anti-tank weapon. Holy crap! Also, I've never been much of a sniper before, but the new unlock sounds incredibly cool. I love cool sounding weapons. That said, this has no effect on competition what-so-ever.

    Accuracy - All the weapons seem a lot more accuracte. I like that. However, this is also a huge change of what I was before, so now at distances where I'd be "safe" while moving, I find myself getting picked off more and more. This will take some getting used to, but I think it'll turn out well, especially on larger outdoor maps.

    UAV - It looks so pretty flying around up there. I haven't had any luck shooting them down, though, so I don't know if this'll be a large factor in competition.


    Cons:

    Pubbing - I really loved C4 tossing and ownin' up in a helicopter in pubs. I had a lot of fun scoring gold after gold on a server becaus I was really good at this. However, now everyone has a chance, and that kind of ****es me off. It's almost like a level of skill was taken off. These balances make everything on the battlefield a lethal piece of weaponary. And it makes pubbing extremely frustrating, as I keep coming in far below scoring a medal, every time. It's back to the good armor drivers to dominate a server, now, and infantry seems a lot less a factor in pubbing.

    Infatry Power - The thing about C4 Tossing is it made infantry a real asset. Infantry played a pretty big role in winnning or losing a match. Now, it seems the power has been severly dimished. Though this balances things out a bit, which is a pro. However, in a match, these balances will all help in the strategy by properly balancing things. Still, infantry has become a lot less powerful - and now it takes 2 or 3 well positioned and communicative teammates to take down an armor via Anti-Tank. And Anti-Tank is incredibly weak in infantry combat. I feel the main power of infantry in matches has been limited by a lot, and Armor is once again king.

    Relearning how to play - I've played a LOT on the current patch - and I've got a lot to "unlearn". So, in a way, this seems like a serious step back in terms of skill, and the understanding of the game. I understand that most of the skills I did obtain were unintended gameplay, however it still is incredibly frustrating to me.

    Random Bugs - I have come a lot of some sort of errors. I'll list off as many new bugs I've noticed.
    > Dark red distance meter... to nothing. Has no real effect on the game, but this sort of buggy **** is annoying.
    > Anti-Tank rockets... ****ed up. I'ved noticed some rockets not firing, some rockets not responding to guiding, random unzooming on the rocket, sometimes it firing seconds after I pressed the button, rockets going through the tank which are DEAD IN THE CENTER. Very frustrating overall - I hope it has something to do with big servers, though, as that's what mainly I was playing int.
    > Grenade Launcher - ugh, the new physics is horrible. Physics and mutliplayer simply do not combine well - simply because you can't show all the physics on all the clients. So you shoot your nade, and you never really don't know what's happening until it explodes. **** that.
    > Server Browser - wtf is with it still being a piece of ****? **** THAT. UGH. Three patches, and its still the worst server browser that I've used. EVER. AGGH!
    > That audio loop error is still there. So annoying.

    Slower - Overall, the game feels a lot slower. I don't really like this, even though technically it could be better. However, the game I am familiar with was a lot more fun to play when it was more fast paced and in your face. Now, not so much. The slowness is pretty apparrent in pubbing, however I think camping and turtling will be a huge thing in matches, and the slowless will really rear it's head there. I don't know, however.


    Effects on competition

    12v12 - Air balance is going to be the hugest factor in this, and I think 12v12 will be the most changed. Anti-air tactics will once again be fruitful, and armor will be the dominating force on the battlefield. I can't comment much on this as we don't even play 12v12.

    8v8 - I think this'll have the least amount of difference. C4 Jeeps will still play a big role. Infantry will be a lot weaker. Helicopters will no longer decide the match single-handly - however it is still possible for them to own. Overall, I think in the longer run 8v8 will prove to be the most fun out of any of the competition in the future - if the patch turns out to be fun down the road at all.

    5v5 - I think the patch will kill 5v5. C4 tossing and nade whoring was a problem on 5v5, sure, however I think the sniper battles and constant turtling will become the next big thing in this. Overall, what was once the most fun and interesting gameplay mode I think will turn into a boring campfest. I weep for 5v5, as it was personally my favorite.


    Rebalances in kits:

    Sniper is now a powerhouse in infantry. Claymores do not detonate on teammates, and they are invicible to explosions. Sniper rifles are more accurate. While 1 shot kills are still tough to come by, snipers are quickly becoming a pretty huge factor in infarty battles, and own up infantry a bit too well.

    Anti-Tank is about as effective as ever, however now since C4 tossing is gone, it's going to be a lot more highly used.

    Spec Ops is quickly becoming the worst kit. On the bright side, you skill get teampoints for desroying a commander asset!

    Support owns up, now. The increased accuracy, coupled with it's already powerful damage, is making it deadly to go up against at close range, and now is actually usuable at medium ranges. Don't really know if anyone will use this in a match, though, but in pubs it is becoming pretty popular.

    Engineer is also now a viable asset, as you can close off choke points with easy because mines are inciviable. However, I'm not really certain how the shotguns have been affecting in the patch, so I don't really know if they can hold their own in a battle.

    Assault is weaker at infatry combat, and I don't like it. Your suppoused to pick assault as your primary anti-infantry kit. Now it seems like your just as good off as picking Medic, Support, or Sniper - as the grenade launcher just seems a lot WEIRDER. Hopefully I can figure it out, though, but right now it's new physics just seems horrible.

    Medic seems about as useful as it ever was, I'm not really sure how the new recharge system will work. Hasn't seemed to really make much of a difference yet, one way or another. Since I feel assault and spec ops are becoming less useful, I think Medic will become more popular.



    Honestly, I think the patch will work out well. However, it's going to take some time to relearn a lot of your old habits is going to be tough. And extremely frustrating. In the grand scheme of things, armor is once again the most powerful asset, however infantry and air is now very fairly balanced. Still, if anything, they've overpowered the armor.
  • PsYcHo.KiLLa

    #2
    Re: Mattc0m's 1.2 Patch Thoughts (long)

    Thanks! Great input. Glad you took the time to write it all out.

    Comment

    • PsYcHo.KiLLa

      #3
      Re: Mattc0m's 1.2 Patch Thoughts (long)

      Originally posted by Mattc0m
      factor in infarty battles
      I don't know why, but that made me LOL.

      Comment

      • Pilioka

        #4
        Re: Mattc0m's 1.2 Patch Thoughts (long)

        Pretty well said. Though I disagree about pubbing. You have to play smarter and you'll still get the gold. I am still getting a 2:1 or 3:1 KD in pubs just like before. I had to rework a few things and after an hour I was back to owning the noobs.

        1.2 does need a hotfix though. The AT bug is horrible and the server filter does seem worse than before.

        Overall, as a competative gamer, I feel that 1.2 is a good thing for BF2. People actually use guns now.

        Comment

        • [WOLF]bbob

          #5
          Re: Mattc0m's 1.2 Patch Thoughts (long)

          Originally posted by Mattc0m
          However, now everyone has a chance, and that kind of ****es me off.
          What a sad person you are..

          All those "omg pwn"-techniques you used were not meant to be that way in the game, so its nerfed.

          I will point and laugh at you!

          Comment

          • Kattspya

            #6
            Re: Mattc0m's 1.2 Patch Thoughts (long)

            Originally posted by [WOLF]bbob
            What a sad person you are..

            All those "omg pwn"-techniques you used were not meant to be that way in the game, so its nerfed.

            I will point and laugh at you!
            Even if his attitude is a bit off give him some slack. Try waking up one day and finding it takes five minutes to tie your shoelaces. Would you be happy?

            Comment

            • f1tz0r

              #7
              Re: Mattc0m's 1.2 Patch Thoughts (long)

              Velcro is pretty unbalanced tbh, bring back laces....

              As a newb to BF2 (11 days and counting..) I'm pretty happy overall with the changes. I'd not had a chance yet to learn all the "leet skillz" that have been affected by the patch, so I'm not bothered there so much. However in my brief tenure as a player I've already learned to hate people who hop around madly whilst shooting just as much as I hated it in (all ??) other shooters where you can do this. Only thing I can see here is that getting the elusive knife badge just got a little harder. No more suicidal kniving runs on groups now...I suppose it's back to sneaking up on snipers in Ghost Town.

              Also as someone who likes explosions (and lets face it, who doesn't) while any explosion is good, I'm pleased that my mines will no longer own my team mates. Despite me saying things like "WARNING DONT DRIVE AROUND TV STATION, MINES LAYED !!!!!!!!!!1111111111111111oneoneone" in team chat, the number of "you have been punished for a teamkill" messages I was getting was depressing. Yeah I know it's a pub server, and I know that no one reads team chat on pub servers but like wtf, i put enough exclamations after it I should be fine right ?

              Loving the increase in accuracy for the LA851 as medic is my second choice of kit, medium range sniping is fun !!

              I can't fly, so I can't really give an objective comment on the AA stuff, but tbh, anything that hurts choppers / jets is great, purely from a jealousy perspective.

              Anyway, seems good, except for the whole AT rockets flying through stuff. Not cool. Overall GG

              Comment

              • Robske007a

                #8
                Re: Mattc0m's 1.2 Patch Thoughts (long)

                practising in singleplayer perhaps?

                Comment

                • imported_Bama2

                  #9
                  Re: Mattc0m's 1.2 Patch Thoughts (long)

                  Mattc0m, very good dude, even while I hate your c-4 chucking kind, thanks for your prespective. It's good to get the other kind of whores thoughts on the new patch.

                  I'm posting the below commet on a thread of it's own, but I wanted to add it here as well.


                  I'm a Pilot and I love to fly both the bombers and fighters, but I'm an SU-34 & SU-30 whore, and have enjoyed owning all the ground grunts, including Armor of course. I really don't mine the new much improved Stinger AA, It is something that was needed. It did not take me long to learn a new work around for the new AA and punish the little guy manning the position. A Pilot now had better know where every stationary AA is located, and be able to tell the difference between AA and air to air threats. Why DICE did not use two different warning sounds for Ground AA and Air to Air is beyond me. As for mobile AA, well they can still be evaded but it's not easy, and chances are your going to get hit at least once. Once you know where a mobile AA is you have two choices, load up on bombs and hit it from straight down attack or just stay away from that area. All in all I'm all for the Ground based AA improvements.

                  Now for my thoughts on air to air. At first I kind of liked the new missile physics, I was one who bitched about how worthless they were before. However after a couple of hours flying I learned some things.
                  1) Any Newbie who is lucky enough to find himself on the tail of a good pilot can hit quite good with missiles now. A good pilot can kill you quicker than ever before.
                  2) From what I have seen of the missiles after only a couple of hours flying is kind of weird at best. If a pilot makes slow Newbie turns and evasive moves the missiles seem to have a hard time hitting the target. However if your on the tail of a fast experienced Pilot the missiles seem to lock and stay till it gets a hit. Plus they also seem to hit even on angles that seem impossible. I made kills on good Pilots with missiles that absolutely blew my mine, and was killed by good pilots while making moves that before the patch would not even come close to hitting me. So, it seems to me that the better you are at flying the better chance you have of being hit by another aircraft's missiles.
                  3) In Gulf of Oman with several AA missiles positions manned and enemy air also up you can't fly anywhere without being lit up and the warning buzzer staying on full time. Not being able to tell if your target by Air or Ground makes for a rough day in the air. The best defence against me is to have every Ground AA manned at all times, and if they don't get me a smart Pilot will. However, that Enemy Pilot is just as vulnerable to his own Ground Based AA missiles as I am, if not more. Zata Wetlands, my Wing-Man and myself were both shot down over the center Island Flag by our own friendly AA at the same time. This can be a major problem for both sides, especially on a Pub server where the noobs don't have a clue.

                  OK, what do I think of the new Patch from a Pilots prospective? The new Ground based AA is ok by me, the ground units needed more reliable protection. However I feel DICE swung the pendulum to far in the other direction when it comes to Air to Air. Skill is required in air to air and from what I have seen so far that has been reduced by the new missile physics. It would sure help and even balance the air better if there were two different warning sounds for Air and Ground lock on's.

                  Only time will tell how this new patch will work out on all fronts including aircraft. Before I really start moaning and crying I will have to play many more hours to see if I can find new ways to prevail in the air.

                  I would love to hear other Pilots thoughts on the new Patch.

                  Comment

                  • GatorShawn

                    #10
                    Re: Mattc0m's 1.2 Patch Thoughts (long)

                    I read a guy in another forum lament that the only way to overcome the changes was to actually have to use teamwork. He was seriously lamenting this.

                    Duh. That's what the game is supposed to be about.

                    Comment

                    • Mattc0m
                      Member
                      • Jul 2007
                      • 75

                      #11
                      Re: Mattc0m's 1.2 Patch Thoughts (long)

                      [WOLF]bbob (and others),

                      I see a lot of you skipped this part,

                      Relearning how to play - I've played a LOT on the current patch - and I've got a lot to "unlearn". So, in a way, this seems like a serious step back in terms of skill, and the understanding of the game. I understand that most of the skills I did obtain were unintended gameplay, however it still is incredibly frustrating to me.
                      I know it was unintended gameplay... but I spent a lot of time on the last patch practicing and getting my skills up. C4 tossing, dophin diving, and bunny hopping were all unintended gameplay, I know. But you still did it if you were a good player, and I was a good player. Taking out these aspects, while I understand balances out the gameplay, really hurts me because I've spent so long mastering and understanding these skills. While I understood, and still understand, that it's not the way it's suppoused to be played, it feels like a huge step back in my skill and my style of how I play the game. And I, obviously dislike this. I'll get used to it, but such a drastic change does hurt.

                      Personally, I listed so many pros and cons, the fact that you dislike my anaylsis for a single reason makes me feel you are very narrow minded, and I don't really why I would bother to reply to someone who is obviously posting from a biased prespective. Don't worry - I'll still be owning you in a few weeks from now, it'll just take awhile for me to find the next best way to spank you

                      Comment

                      • Terroser

                        #12
                        Re: Mattc0m's 1.2 Patch Thoughts (long)

                        Originally posted by Mattc0m
                        [WOLF]bbob (and others),

                        I see a lot of you skipped this part,



                        I know it was unintended gameplay... but I spent a lot of time on the last patch practicing and getting my skills up. C4 tossing, dophin diving, and bunny hopping were all unintended gameplay, I know. But you still did it if you were a good player, and I was a good player. Taking out these aspects, while I understand balances out the gameplay, really hurts me because I've spent so long mastering and understanding these skills. While I understood, and still understand, that it's not the way it's suppoused to be played, it feels like a huge step back in my skill and my style of how I play the game. And I, obviously dislike this. I'll get used to it, but such a drastic change does hurt.

                        Personally, I listed so many pros and cons, the fact that you dislike my anaylsis for a single reason makes me feel you are very narrow minded, and I don't really why I would bother to reply to someone who is obviously posting from a biased prespective. Don't worry - I'll still be owning you in a few weeks from now, it'll just take awhile for me to find the next best way to spank you

                        I just want that you can throw c4 father away so you can take down tanks from rooftops and detonate if are jumping

                        and make prone 30% faster :)
                        and rebuild the AA for planes

                        :)

                        Also it hurt's me to :laugh:
                        canne rework some tackticks

                        Comment

                        • imported_bingobones

                          #13
                          Re: Mattc0m's 1.2 Patch Thoughts (long)

                          mattcom u keep saying tanks will now own maps...but the enemy just has to put lots of mines down and the tank is stuck!!!!

                          Comment

                          • jpardo

                            #14
                            Re: Mattc0m's 1.2 Patch Thoughts (long)

                            Originally posted by [WOLF]bbob
                            What a sad person you are..

                            All those "omg pwn"-techniques you used were not meant to be that way in the game, so its nerfed.

                            I will point and laugh at you!
                            i have to agree with bbob - while the OP's points are well thought out and fairly well written, balance is important and the need to "own" "pwn" on a "pub" is not what is at interest for the game publisher. you can look at my stats and see i am no where as near as good as the OP is. my hope is that there will be no new "learning" for the "pwner's" that will allow them to keep the average player from getting better via new unintended gameplay features (i don't like to call them "exploits" - one man's passion is another's poison.)

                            matt - you sound like an experienced and reasoned gamer... thank you for the time you took to explain your views.

                            Comment

                            • Wild_Wokman

                              #15
                              Re: Mattc0m's 1.2 Patch Thoughts (long)

                              You hit it right on the head. The OWNAGE has been stopped by HELO and JETS.

                              Comment

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