This is not a flame post regarding flaws in the game. Instead it's just a few ideas about how to improve the game for just about everyone. Some of these ideas have been mentioned by others as well but I wanted to bring them up in a list...
- Lets change how the arty works. I think it recharges far too quickly and, truth be told, doesn't take much skill to use. Let's force arty strikes to be requested by a squad leader. Give the requesting squad leader one assist point for every kill that the arty strike yields and subtract one point for each team kill. Same for the commander, one point for every kill and subtract one for every team kill. Make the recharge time 3 minutes and now you've got a useful tool that requires teamwork but won't be overused.
- The land mines and claymores need to be able to be detonated by other explosives. In the case of land mines, a grenade, tank round or C4 should be able to take them out. In the case of claymores a grenade, C4, or direct gunfire should detonate them. Check my stats and you'll see that I love the claymore as much as anyone else, I just think that this would improve the game. Remember, the vehicle or soldier who is trying to detonate these devices will often be a sitting duck for anyone guarding the area.
- If one team has an uncappable air base, then both teams should. Once one team controls both air bases, the game is essentially over. Sure everyone will say "stay back and defend your air base!" But, when only one team has to do that while the other can use all of it's resources to take other bases, it makes for uneven play.
- Flares in aircraft should not have a recharge time but should be limited in number. Somewhere between 3 and 5 would be good. You should then have to rearm them. Due to ever more accurate air to air and ground to air missiles, the pilots tactics have changed. Now they are forced to hit the first target of opportunity more often instead of trying to take out more tactically useful targets. Now, as any BF2 pilot knows, flares do not make all missiles miss their target. It just makes the probability of a miss higher. Trust me, any good pilot can shoot down a flaring enemy.
- Give the transport chopper 5 flares as with the planes but make it so that flaring almost guarantees a miss. As it is, almost every air to air missile that you fire at a transport chopper either misses completely or goes right through the open side doors. They need to make the transports just like any other aircraft and let missiles hit them. Just make sure that flaring gives them a chance to carry out their task.
I know that some people will hate these ideas. I'm ok with that. But do me a favor and take a minute to really think about the changes before you start flaming. These are all for balance and not for special interests. They won't improve my stats any. They'll just make the game a bit more fun and, in some cases, more reasonable. Thanks for taking the time to read this. I'll see you on the battlefield...
- Lets change how the arty works. I think it recharges far too quickly and, truth be told, doesn't take much skill to use. Let's force arty strikes to be requested by a squad leader. Give the requesting squad leader one assist point for every kill that the arty strike yields and subtract one point for each team kill. Same for the commander, one point for every kill and subtract one for every team kill. Make the recharge time 3 minutes and now you've got a useful tool that requires teamwork but won't be overused.
- The land mines and claymores need to be able to be detonated by other explosives. In the case of land mines, a grenade, tank round or C4 should be able to take them out. In the case of claymores a grenade, C4, or direct gunfire should detonate them. Check my stats and you'll see that I love the claymore as much as anyone else, I just think that this would improve the game. Remember, the vehicle or soldier who is trying to detonate these devices will often be a sitting duck for anyone guarding the area.
- If one team has an uncappable air base, then both teams should. Once one team controls both air bases, the game is essentially over. Sure everyone will say "stay back and defend your air base!" But, when only one team has to do that while the other can use all of it's resources to take other bases, it makes for uneven play.
- Flares in aircraft should not have a recharge time but should be limited in number. Somewhere between 3 and 5 would be good. You should then have to rearm them. Due to ever more accurate air to air and ground to air missiles, the pilots tactics have changed. Now they are forced to hit the first target of opportunity more often instead of trying to take out more tactically useful targets. Now, as any BF2 pilot knows, flares do not make all missiles miss their target. It just makes the probability of a miss higher. Trust me, any good pilot can shoot down a flaring enemy.
- Give the transport chopper 5 flares as with the planes but make it so that flaring almost guarantees a miss. As it is, almost every air to air missile that you fire at a transport chopper either misses completely or goes right through the open side doors. They need to make the transports just like any other aircraft and let missiles hit them. Just make sure that flaring gives them a chance to carry out their task.
I know that some people will hate these ideas. I'm ok with that. But do me a favor and take a minute to really think about the changes before you start flaming. These are all for balance and not for special interests. They won't improve my stats any. They'll just make the game a bit more fun and, in some cases, more reasonable. Thanks for taking the time to read this. I'll see you on the battlefield...
Comment