1. The biggest change has to be anti-air missile from AA sites, AA vehicles and aircrafts. As far as I have experienced, AA missile now has their tracing ability tuned way up ( against both friendlies and enemies ), but has their damage and range slightly reduced.
Results:
a. Easy kills. Obviously AA sites and AA vehicles become popular. All you have to do is get in and fire away.
b. All dogs are equal. There is no more "Ace" pilot in dog fights, just sneak up on an aircraft and fire all your missiles and you will get the kill.
Thoughts:
So DICE managed to eliminate the "aircraft ownage", that's nice. But by making anybody can kill anybody easily? I don't think so. My suggestion would be giving the aircrafts more "down time" ( e.g. must actually land on the airstrip to get rearmed and repaired) So the skilled pilots can still make their skill count, but they can't constantly harrasing a certain base.
2. Increased Accuracy for LMG and snipers.
Result: The most frustrating classes are now pretty enjoyable.
Thoughts: the two classes are tuned up but not overpowering. well done.
3. Attacking choppers got nerfed. Less missiles, Less health, Shortened TV missile range.
Result: As choppers now have little to none threat and easier to be shot down. We can see a lot of attacking choppers sitting at the helipads now.
Thoughts: Giving all the methods to shoot down a chopper plus the new godly AA, I don't understand why chopper needs a major nerf. Choppers are not overpowering IMO, just form an alliance with merely two Hummvs or two AAs ( the old ones), people can scare away most attacking choppers or even get them down. Now a hummv can easily shoot a chopper to death without even getting its gun overheated, not to mention there are overly accurate AA missiles from BOTH enemies and friendlies. Sure, the chopper is still flyable by good pilots, but by dealing with AA, hummv and other aircrafts full-timely, attacking choppers can berely fulfill their main duty which is taking out armored vehicles.
4. Jump & Shoot disabled.
Results: a. No more jump shooting noobtubers.(but nade can still explode when you shoot it on the ground, wtf?)
b. No more "C4 whores".
Thoughts: I think this change is mainly for eliminating jump shooting noobtubers and so called "C4 whores". As for noobtubers, DICE really need to do it like America's Army: nades wont explode for less than 20m AND u have to get the impact angle right to make it explode, NO bounce and explode on second impact, that's just rediculous. That's the way to eliminate noobtubers, and that's the way nade launchers should be used. (and change the crosshair if possible, it's not helping on mid/far range and it's annoyingly big.) As for so called "C4 whores", I don't see them as a problem. u can take them out before they can pull off their stunt if u r not such a bad shooter. Besides, DICE can always add some delay into swapping detonator out to avoid this. No jump throwing C4 takes a lot of strategic C4 throwing against armors out of the game. Now every specop has to run under an armor's nose and hope it doesn't spot him. Over all I think no jump and shooting is a bad change. There are other way around ( and more effective) to deal with the problems that come with jump and shooting. it doesn't need to be "shut off" completely. It's like ppl saying " oh we got shocked sometimes by electricity", and u just don't use eletricity anymore? No, u add some protection to avoid getting shocked instead of abandon using electricity.
To conclude this, I would like to say I appriciate the effort DICE made by listenning to the community and trying to make a change, but they should be careful about how to make those changes. Making skilless AA shots taking out skillful pilots easily is not the right way to stop "air ownage",
Eliminate jump shooting is not the right way to stop "noobtubers" and "c4 whores". There are better ways to solve these problems without taking strategic elements out of the game and making skillful ppl's training all meant nothing.
Results:
a. Easy kills. Obviously AA sites and AA vehicles become popular. All you have to do is get in and fire away.
b. All dogs are equal. There is no more "Ace" pilot in dog fights, just sneak up on an aircraft and fire all your missiles and you will get the kill.
Thoughts:
So DICE managed to eliminate the "aircraft ownage", that's nice. But by making anybody can kill anybody easily? I don't think so. My suggestion would be giving the aircrafts more "down time" ( e.g. must actually land on the airstrip to get rearmed and repaired) So the skilled pilots can still make their skill count, but they can't constantly harrasing a certain base.
2. Increased Accuracy for LMG and snipers.
Result: The most frustrating classes are now pretty enjoyable.
Thoughts: the two classes are tuned up but not overpowering. well done.
3. Attacking choppers got nerfed. Less missiles, Less health, Shortened TV missile range.
Result: As choppers now have little to none threat and easier to be shot down. We can see a lot of attacking choppers sitting at the helipads now.
Thoughts: Giving all the methods to shoot down a chopper plus the new godly AA, I don't understand why chopper needs a major nerf. Choppers are not overpowering IMO, just form an alliance with merely two Hummvs or two AAs ( the old ones), people can scare away most attacking choppers or even get them down. Now a hummv can easily shoot a chopper to death without even getting its gun overheated, not to mention there are overly accurate AA missiles from BOTH enemies and friendlies. Sure, the chopper is still flyable by good pilots, but by dealing with AA, hummv and other aircrafts full-timely, attacking choppers can berely fulfill their main duty which is taking out armored vehicles.
4. Jump & Shoot disabled.
Results: a. No more jump shooting noobtubers.(but nade can still explode when you shoot it on the ground, wtf?)
b. No more "C4 whores".
Thoughts: I think this change is mainly for eliminating jump shooting noobtubers and so called "C4 whores". As for noobtubers, DICE really need to do it like America's Army: nades wont explode for less than 20m AND u have to get the impact angle right to make it explode, NO bounce and explode on second impact, that's just rediculous. That's the way to eliminate noobtubers, and that's the way nade launchers should be used. (and change the crosshair if possible, it's not helping on mid/far range and it's annoyingly big.) As for so called "C4 whores", I don't see them as a problem. u can take them out before they can pull off their stunt if u r not such a bad shooter. Besides, DICE can always add some delay into swapping detonator out to avoid this. No jump throwing C4 takes a lot of strategic C4 throwing against armors out of the game. Now every specop has to run under an armor's nose and hope it doesn't spot him. Over all I think no jump and shooting is a bad change. There are other way around ( and more effective) to deal with the problems that come with jump and shooting. it doesn't need to be "shut off" completely. It's like ppl saying " oh we got shocked sometimes by electricity", and u just don't use eletricity anymore? No, u add some protection to avoid getting shocked instead of abandon using electricity.
To conclude this, I would like to say I appriciate the effort DICE made by listenning to the community and trying to make a change, but they should be careful about how to make those changes. Making skilless AA shots taking out skillful pilots easily is not the right way to stop "air ownage",
Eliminate jump shooting is not the right way to stop "noobtubers" and "c4 whores". There are better ways to solve these problems without taking strategic elements out of the game and making skillful ppl's training all meant nothing.
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