DICE/EA has taken the wrong way to fix 2 problems-
disabling firing in air to stop: noobtoobing, C4 in-air bursting
and look at the situation now:
noobtubers can still shoot nades at their foot to get easy kills
C4 in-air bursting is gone, along with many of specops tactics
If u don't agree, picture these scenes:
1.SpecOps in an alley hears a tank coming down the main road.
in pre 1.2 he would jump and toss c4s on the main road with a small chance to expose himself.
in 1.2 he will have to walk down to the main road to plant the c4 and hope the tank driver is completely blind.
2.Specops behind an short wall hears a tank going by outside the wall
in pre 1.2 he would jump and toss c4s over the wall and likely to destroy the tank
in 1.2 he will have to go around the wall and hope the tank driver is looking the other way.
3.Enemy steals ur chopper and is taking off
in pre 1.2 a specops can rush under the chopper and jump throw c4s to stick them under the chopper, then wait for the firework.
in 1.2, he can put serveral c4s on the helipad and hope that they will come back to visit.
4.instead of setting c4s on the ground and to be easily spotted, how about stick them to the ceiling.
in pre 1.2, jump, throw, stick, go hiding.
in 1.2, uhhh, can u EA ppl get me a stool here or something?
and so on...
If EA ppl just want to stop air-bursting C4s, just prolong the time needed to swap out the detonator. If they want to stop jump shooting GL, just make the detonate range 10 meters longer, or even longer, where jump shooting barely make a difference. They DON'T have to take a BASIC feature out of the game and affect a LOAD of other aspects. Get a smarter lead gameplay
designer next time EA/DICE!
disabling firing in air to stop: noobtoobing, C4 in-air bursting
and look at the situation now:
noobtubers can still shoot nades at their foot to get easy kills
C4 in-air bursting is gone, along with many of specops tactics
If u don't agree, picture these scenes:
1.SpecOps in an alley hears a tank coming down the main road.
in pre 1.2 he would jump and toss c4s on the main road with a small chance to expose himself.
in 1.2 he will have to walk down to the main road to plant the c4 and hope the tank driver is completely blind.
2.Specops behind an short wall hears a tank going by outside the wall
in pre 1.2 he would jump and toss c4s over the wall and likely to destroy the tank
in 1.2 he will have to go around the wall and hope the tank driver is looking the other way.
3.Enemy steals ur chopper and is taking off
in pre 1.2 a specops can rush under the chopper and jump throw c4s to stick them under the chopper, then wait for the firework.
in 1.2, he can put serveral c4s on the helipad and hope that they will come back to visit.
4.instead of setting c4s on the ground and to be easily spotted, how about stick them to the ceiling.
in pre 1.2, jump, throw, stick, go hiding.
in 1.2, uhhh, can u EA ppl get me a stool here or something?
and so on...
If EA ppl just want to stop air-bursting C4s, just prolong the time needed to swap out the detonator. If they want to stop jump shooting GL, just make the detonate range 10 meters longer, or even longer, where jump shooting barely make a difference. They DON'T have to take a BASIC feature out of the game and affect a LOAD of other aspects. Get a smarter lead gameplay
designer next time EA/DICE!

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