Patch 1.2 major changes: Results & Thoughts

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • {wxc}panda

    #1

    Patch 1.2 major changes: Results & Thoughts

    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.
  • {wxc}panda

    #2
    Re: Patch 1.2 major changes: Results & Thoughts

    I'd like to have some feedback since I spend a lot of time putting it together.
    reasonable arguing is welcomed, mindless flaming is not.

    Comment

    • DrJambo
      Member
      • Oct 2006
      • 349

      #3
      Re: Patch 1.2 major changes: Results & Thoughts

      Skilled pilots still own in 1.2 and that's a fact. The proof is there; all you have to do is read the threads stating so.

      I've played Wake post-patch and pro-pilots still dominate over the static AA. It's just a little bit more difficult and labour intensive for them to do so. The changes mainly affect pilots with a poor to average skill level.

      Comment

      • {wxc}panda

        #4
        Re: Patch 1.2 major changes: Results & Thoughts

        Originally posted by DrJambo
        Skilled pilots still own in 1.2 and that's a fact. The proof is there; all you have to do is read the threads stating so.

        I've played Wake post-patch and pro-pilots still dominate over the static AA. It's just a little bit more difficult and labour intensive for them to do so. The changes mainly affect pilots with a poor to average skill level.

        yes and no, skilled pilots can still take out an single(or even multiple, depending whether they work with each other) AA site before it reacts (high angles), but if there is ANY, i mean ANY jet on his tail, he is toasted. So far I have never seen a jet that can survive 6 locked on AA missiles from other jets.

        Comment

        • Lugal317

          #5
          Re: Patch 1.2 major changes: Results & Thoughts

          EA/Dice made this game "casual gamer" friendly. As I like to say, they made this game "n00b" friendly.

          --Support weapons are too accurate IMHO... They will become the new assault class with unlimited grenades and 100rd clips.
          --AA is a touch too accurate although I find it fun flying low in the chopper and poking your head up to get your shots off. The only thing that bothers me is the helicopter got nerfed the most and it has the most to worry about (Tanks, FAVS/Hummers, Planes, AA, Infantry, and other helicopters) Hit points reduced on the helicopter... hell a 50 took out a cobra in 6 seconds before.... people just weren't TRYING to take them down, they get frustrated and whine. Now a 50 takes down a cobra in 4 seconds. Each shot to the canopy now takes 1hp out of 20. The BH is now a useless transport, 2 AT rockets will take it out and its miniguns spray hooker dust.


          Everything is now easier and the only thing that requires skill is flying in the air (helicopter especially).

          Comment

          • Souperfro

            #6
            Re: Patch 1.2 major changes: Results & Thoughts

            If you are locked on, push F2 ggUlosekthnxbai.

            Comment

            • Basboy

              #7
              Re: Patch 1.2 major changes: Results & Thoughts

              what do you guys think about the ability to pick up mines withheld while still letting the fix go through where you can't blow up mines with other explosives?

              now how do you undo a mine you spot without having to suicide on it?

              Comment

              • Lugal317

                #8
                Re: Patch 1.2 major changes: Results & Thoughts

                Originally posted by Basboy
                what do you guys think about the ability to pick up mines withheld while still letting the fix go through where you can't blow up mines with other explosives?

                now how do you undo a mine you spot without having to suicide on it?
                Bring an engineer. This is probably one of my favorite changes. Wait, actually its really the only change I like. It makes an engineer as gunner in the tank almost necessary to get around (Especially on maps like Sharqi and Karkand). I do however, think the engi should get points for clearing mine fields, because he's putting his a$$ on the line.

                Comment

                • {wxc}panda

                  #9
                  Re: Patch 1.2 major changes: Results & Thoughts

                  Originally posted by Lugal317
                  EA/Dice made this game "casual gamer" friendly. As I like to say, they made this game "n00b" friendly.

                  --Support weapons are too accurate IMHO... They will become the new assault class with unlimited grenades and 100rd clips.
                  --AA is a touch too accurate although I find it fun flying low in the chopper and poking your head up to get your shots off. The only thing that bothers me is the helicopter got nerfed the most and it has the most to worry about (Tanks, FAVS/Hummers, Planes, AA, Infantry, and other helicopters) Hit points reduced on the helicopter... hell a 50 took out a cobra in 6 seconds before.... people just weren't TRYING to take them down, they get frustrated and whine. Now a 50 takes down a cobra in 4 seconds. Each shot to the canopy now takes 1hp out of 20. The BH is now a useless transport, 2 AT rockets will take it out and its miniguns spray hooker dust.


                  Everything is now easier and the only thing that requires skill is flying in the air (helicopter especially).
                  that's the thing that bothers me, DICE is making this game more and more "noob friendly" like u said. First they lowered rank requirement and suddenly every1 is running everywhere with all unlocked weapons whilst players who started earlier and their hard-earned 1st or 2nd unlocks meant nothing. now that any1 can fire AA missiles from AA sites, vehicles and jets blind-folded with 1 hand tied behind his back and get 100% hits. DICE is making people's time spent on this game less and less valuable now.

                  Comment

                  • Demonicfrog

                    #10
                    Re: Patch 1.2 major changes: Results & Thoughts

                    The big question is:

                    Did the patch fix or make the game better, and what do we need for the next patch?

                    Comment

                    • Capt_Havok

                      #11
                      Re: Patch 1.2 major changes: Results & Thoughts

                      1. Making pilots land to re-arm and repair would certainly add a new dynamic. It would cause untold havok and calamity on the ground as pilots TK taking off, and TK landing due to stragglers on the runway. (Jesus, people! Do you just stand around on the highways, too?!) People would invariably complain because it gives the jet tk'ers a second chance to gank you for your wings. And I would love to watch someone have to 3 point turn a jet to get back off the runway.

                      I think that's a good idea, that just won't draw out well in reality. Though, I would love to see it happen just for the wonderful fallout.

                      I somewhat disagree with the "no more Aces" comment. I would classify myself as a "good" or "decent" pilot, not "great" or "ace" or "Votekick him! WAAAH!", and I found myself able to easily splash other "decent" or "poor" pilots no problem. The "aces" still dip, dive, juke, flare, and otherwise try to shake (or lead me towards places my missles might hit something I dont want them to).

                      I really do think this patch separates the "decent" pilots from the "aces".

                      2. Agreed. Support needed some love, and people who whine about snipers really need to learn how to cope.

                      3. Dunno how to feel about the chopper ones. I really don't feel pity for the flying tanks. I had a good pilot usher me around for a really decent amount of kills, and when we did get killed, he was apologetic for deploying flares too early.

                      What these changes do mean, is that you don't get to just static hover an area and let your gunner repeatedly kill people as they spawn. Now you have to keep moving a little so that an AT'er, AA'er, or guy with a .50 doesn't light you up like a Christmas tree.

                      This game shouldn't be about finding a 1 trick pony that lets you rack up the kills while enjoying a low threat level.

                      4. Meh, GL's never bothered me. Whenever you use them, you're automatically a "noob tuber", even if you rarely point-blank someone, and can routinely make long distance shots. Explosives are a 1-shot kill, so claymores, grenades, GLs, AT mines (to a lesser extent) and anything else that goes "Kablooie!" is likely to be prevalent.

                      You'll have to forgive me if I immediately blank out anything that compares any other game to this one, similarly to anything that compares this game to any other. Base something on its own merits, not the merits of something else.

                      Comment

                      • Basboy

                        #12
                        Re: Patch 1.2 major changes: Results & Thoughts

                        Originally posted by Lugal317
                        Bring an engineer. This is probably one of my favorite changes. Wait, actually its really the only change I like. It makes an engineer as gunner in the tank almost necessary to get around (Especially on maps like Sharqi and Karkand). I do however, think the engi should get points for clearing mine fields, because he's putting his a$$ on the line.
                        oh maybe i've misunderstood but i thought that the original change was to allow like classes to pick up mines that were put down by the opposing team. engineers get mines right? which would mean that only another engineer could pick one up.

                        now with the last minute decision to take out the feature allowing the pickup of mines doesn't that mean even if i were an engineer i wouldn't be able to pick up a mine?

                        i mostly play medic so maybe i'm not clear on things.

                        Comment

                        • Capt_Havok

                          #13
                          Re: Patch 1.2 major changes: Results & Thoughts

                          > I do however, think the engi should get points for clearing mine fields, because he's putting his a$$ on the line.

                          I agree on this one. Because if you have an engy meander out into the defensive minefield, chances are someone has rifle sights trained on him. I don't envy anyone who has to walk out into the open with nothing but a wrench and a prayer. Maybe give him 1 pt. for ever 2 or 3 enemy mines he removes.

                          Comment

                          • Verzili
                            Member
                            • Apr 2006
                            • 969

                            #14
                            Re: Patch 1.2 major changes: Results & Thoughts

                            i welcome some new changes

                            bye bye to the following ribbions



                            and i welcome a m95 that actualy works :)

                            Comment

                            • {wxc}panda

                              #15
                              Re: Patch 1.2 major changes: Results & Thoughts

                              Originally posted by Basboy
                              what do you guys think about the ability to pick up mines withheld while still letting the fix go through where you can't blow up mines with other explosives?

                              now how do you undo a mine you spot without having to suicide on it?
                              ah, mines, forgot about that. actually there is something I like to say about mines. I think it's inapproperiate to make them indestructable. Instead, they should be made more hiden and the warning sign to friendly players should be more visible (the red skull looks like a pretty red flower from afar and apparently a lot of friendlies like to ruin the pretty stuffs thus to drive over it).

                              Comment

                              Working...