==Further reaching effects of patch 1.2==

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  • DrJambo
    Member
    • Oct 2006
    • 349

    #1

    ==Further reaching effects of patch 1.2==

    Trying to think a little deeper about the changes made to BF2 with the 1.2 patch I've since come up with several that are probably worthy of discussion.

    1. Wake Island / Dalian Plant / Gulf of Oman

    Pre-1.2 these maps could have already been argued to be slightly biased toward the side defending the island. One reason for this was the J-10 's being more advantageous than the US jets.

    Post-1.2, the fact being in a transport chopper is considerably more dangerous coupled with the improved AA has meant that establishing a successful foothold on the island has become even more precarious. This is by far more noticeable with Wake Island where China at the start controls each of the island's flag points. The US team has to be really experienced to be able to obtain a foothold on the island before the flag count has become irrevocably bad.

    So far I've haven't noticed much of an effect of the improved AA on the jets. Pro-pilots can still do very well and instead it's more the transport choppers that are suffering as a result. Granted there are ways around this for the transport chopper pilots, such as flying very high and away from the commonly used and most direct route to the island. But the majority of players haven't yet adjusted and it remains to be seen whether they ever will...

    The other important factor is that now the carrier is no longer a sensible target for the Chinese jets, the jets are spending more time looking for the susceptible and packed transport choppers doing large circles round the island. The improved missiles means it's become even easier to take these out without the need for the traditional kamikaze.

    So, the big question is will these maps prove to be even more imbalanced than they possibly were before?

    2. Jets -

    Coming back to previous point, I think I should reiterate that I don't think pro-pilots have been that affected by the improved AA. Instead, and I appreciate that this is rather controversial, I think we could have a situation which will prove to be even worse than before (remember you heard that here first )! Jets are more likely to be left for the pros, as rookie or average pilots will now tend to prefer taking their chances on the ground. If the jets therefore are more commonly being used by pros, and they're not overly bothered by the improved AA, then what's the outcome?

    Pros know where each AA emplacement is, they know the best flight paths to take and they use their cannons on teh AA to save their bombs for more lucrative targets. Jets are still > AA site. They have preemptive warnings of occupied sites through their radar, a feature which isn't reciprocated for the person manning the AA. In essence the AA is blind and, like I've experienced first hand several times, often dead before you even see the jet.

    3. GL -

    Well, what's all this about?? We have a hacky sack for grenade! It flops off walls, it doesn't bounce off the ground. In fact the only thing it seems to really bounce off is close-range vehicles. So, the noobtoob is alive and well, and possibly only its unpredictability will put people off using it at close range?

    Other noticed nuances -

    AT missiles flying through vehicles. I also had a GL projectile do the same.
    AT reloading animation occuring twice.
    AT firing twice in a row without reloading?!

    Interested to hear your (mature) thoughts.

    Cheers
  • SQUiB

    #2
    Re: ==Further reaching effects of patch 1.2==

    The whole reloading twice or firing twice is happening with pretty much every weapon. It's a serious bug that needs changing along with undestructible claymores (especially bad with FF turned off).

    Comment

    • Bio_Terra

      #3
      Re: ==Further reaching effects of patch 1.2==

      ive experienced that AT reloading twice and firing twice without reloading aswell, but i had them in 1.12 aswell.

      Comment

      • eeeahn

        #4
        Re: ==Further reaching effects of patch 1.2==

        *ahem* Ladies and Gentlemen....

        He has a point.

        If they really wanted to "even" the AA out, they should give the AA a special HUD (apart from the "locking" device) that gives you a short range aircraft only radar or something of the like. because the improved lock doesnt do jack for you if they're coming up behind you or swooping down from the heavens like the angry fist of Allah!
        and come on, how many anonymous internet "teammates" really wanna work together and help you spot out jets and stuff.
        most people are more concerned with upping their own stats than helping out someone else.

        As for the GL, I'm pretty disappointed with the new physics of it.
        I was excited when i heard about the minimum time to arm feature, however my expecations fell short. Earlier i tried it out and shot it at an enemy point blank and it did nothing but hit him, dropped to the ground, THEN it exploded killing us both. I don't really see the change. It's not as if it gave either of us enough time to run away and escape the kill zone.

        Overall I'm really let down by this patch. I had such high hopes for it, but the bugs and glitches way overshadow the intended good to the game.

        I was surprised when the day after they said it was in the "final stages" of development, it was released. Before veen downloading it I thought "uh-oh" because I KNEW they hadn't tested it thoroughly enough. It's my belief they had strong pressure from the public, and probably from the higher-ups in the company to get this thing out, and now it's done more harm than good.
        Wonder how many DICE programmers are hittin' the unemployment line next week :-/

        Comment

        • DrMcleod

          #5
          Re: ==Further reaching effects of patch 1.2==

          I agree that Choppers are now easier to kill with the AA, but the key to avoidance is to realise that AA took a significant lock-on range reduction.

          Jet cannon can hit an AA site from beyond lock-on range. TV missiles can destroy AA from beyond lock-on range. Helicopters can fly higher than lock-on range.

          Comment

          • DrJambo
            Member
            • Oct 2006
            • 349

            #6
            Re: ==Further reaching effects of patch 1.2==

            Good point DrMcleod, I didn't realise there had been a reduction in AA range. Probably explains why people are still getting raped in the AA site by jets.

            Still, flying too close to the island usually means death by the vehicle .50 cals and tank projectiles. Somewhere else someone suggested increasing the speed of the blackhawk and MEC/Chinese counterpart transport choppers to make evasion of these more possible.

            Comment

            • ptegan
              Member
              • Jul 2006
              • 2666

              #7
              Re: ==Further reaching effects of patch 1.2==

              Originally posted by DrJambo
              Other noticed nuances -

              AT missiles flying through vehicles. I also had a GL projectile do the same.
              AT reloading animation occuring twice.
              AT firing twice in a row without reloading?!

              I'd say that I was geting all of those since the game came out. At least they have noting to do with the 1.2 patch.

              Comment

              • imported_DigitalSPG

                #8
                Re: ==Further reaching effects of patch 1.2==

                DrJambo, I came to that exact conclusion after playing for a few hours yesterday. The jets are generally staying away from the Essex and spending more time defending the flags and it seems that the transport helis are bearing the brunt of it (lets not forget the jets have improved AA as well). It has become incredibly hard to get a decent foothold on the ground. The days of taking a fully loaded BH straight to the airbase on Wake could be over.

                The improved AA has also seemed to have developed an even greater tendency to seek out friendly targets. I got kicked twice yesterday for downing fully loaded BH's despite having a full lock on to an enemy a/c and no visible friendlies in sight.

                Comment

                • DrJambo
                  Member
                  • Oct 2006
                  • 349

                  #9
                  Re: ==Further reaching effects of patch 1.2==

                  yeah, the nuances part was stuck on as an aside based on recent experiences. They weren't jotted down with specific reference to 1.2.

                  The trouble for patching games like this is the complex interactions that exist for all the game's elements. Modifying one to correct an imbalance can be great in one aspect, but at the same time terrible in another. I feel one of the most overlooked areas with 1.2 was how the changes would impact on the various maps...

                  You see most maps have many layers of strategies that are employed by the players and strategies that work well in one map won't necessarily in another. The maps were designed based on vanilla BF2 and whilst many of changes were desirable, one or two haven't worked as intended (e.g. the now bizarre GL) and one or two haven't had their impact properly assessed for all maps (e.g. transport choppers on the island maps).

                  That's my take anyway, and I really hope I'm proven wrong in the coming weeks.

                  Comment

                  • DrJambo
                    Member
                    • Oct 2006
                    • 349

                    #10
                    Re: ==Further reaching effects of patch 1.2==

                    My games on Wake so far have been either bore-fests as the Chinese, which consisted of taking random tank or sniper shots from the pennisulas, or futile exercises at trying to get a foothold on the Island as the US. I'm not saying this is impossible, it's just you need a very good squad, a good chopper pilot and a degree of fortune - and how often do you have all of these?

                    Most of the time the good players switch to the Chinese side to boost win:loss ratios and the only people having the fun are in jets taking down loaded choppers.

                    Comment

                    • Tenshi

                      #11
                      Re: ==Further reaching effects of patch 1.2==

                      Wake Island.

                      i see where youre coming from. But i think the key to capturing Wake lies in the north base thats disconnected from the rest of Wake by the bridge. Once the US capture that base and take out the bridge they can use it as a base of attack. The US sacrifices their tank (but they can use it like a short range artillery piece instead), but the Chinese lose the use of lots of other vehicles.

                      The reduction of air power will only limit the Chinese abilty to attack the base further.


                      I agree with the AA comment, AA placements are limited. I think this will just re-enforce certain areas as no-fly zones.

                      But then...all you need is a sniper to watch the nests...so it could force some sort of combination of efforts from different units.

                      Though i still dont see how killing someone in a MEC Attack Helo is worth the same points as killing someone with a submachine gun or pistol or whatever.

                      Comment

                      • Buckie

                        #12
                        Re: ==Further reaching effects of patch 1.2==

                        I have notice this also, was going to make a post about it
                        AT reloading animation occuring twice.
                        AT firing twice in a row without reloading

                        Comment

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