zoom like bc2?
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An AA kit would be good, but if it's any good at IO combat, they will be spammed to no end.
Give it just a pistol and a stinger, IMO.
Give it just a pistol and a stinger, IMO.
There's only 4 classes. A theoretical AA weapon would likely be an AT weapon replacement for the engineer class.
Actually.. swapping your AT4 or equivelant for a Stinger surface-to-air seems pretty good imoDoctor Strangelove wrote:
There's only 4 classes. A theoretical AA weapon would likely be an AT weapon replacement for the engineer class.
Your thoughts, insights, and musings on this matter intrigue me
Just like a 1.5x/2x/3x toggle.11 Bravo wrote:
zoom like bc2?
That's sort of why I like BF2's AT. It can survive in infantry combat, but not so well that people just take it by default.FFLink wrote:
An AA kit would be good, but if it's any good at IO combat, they will be spammed to no end.
Give it just a pistol and a stinger, IMO.
What a pain in the ass.Doctor Strangelove wrote:
There's only 4 classes.
4 unique and useful classes are better than 7 overlapping and redundant ones.
7?
carbine dude, assault, medic, support, AT, engi, sniper
Small hourglass island
Always raining and foggy
Use an umbrella
Always raining and foggy
Use an umbrella
ah. so as i thought this is like bc2.
Addressed this numerous times in BF3 threads. I think we can safely agree to disagree.Doctor Strangelove wrote:
4 unique and useful classes are better than 7 overlapping and redundant ones.
Once again:
1. I don't think primary weapons overlapping in the seven class setup really affects gameplay when the class-specific secondary functions are all radically different. In fact, similar primary weaponry ensures that one class isn't going to overpower another too easily on foot.
2. I prefer having more classes to choose from than having to open more submenus to customize fewer classes to my liking, or having to unlock everything that a class should already have from the get-go.
3. A OR B OR C = Q, A OR B = Q, B OR C = Q, A = Q...whatever. It boils down to design choices. Since I don't have to scroll down to view all class choices and have most options (other than unlocked primary weapons) immediately visible, I'm happy. It's probably more irritating to scroll through them with a gamepad, though...which is why I play my Battlefield 2 with a m/k. What I absolutely do not want is to bury people with limited kit combos like CoD, forcing you to exit to the menu to make significant changes.
4. Engi vs AT - rocket =/= frag, mine, wrench. The two play absolutely different. AT is active anti-vehicle, and engineer is support/passive anti-vehicle.
5. Sniper vs specops - again, different. Sniper focuses on infantry suppression and passive anti-infantry while specops is more of an anti-vehicle/asset assault class.
6. The assault class is fine the way it is. If you gave them much more than smoke, flashbangs and grenade launchers, everyone and their mother would spawn as one. Play Special Forces if you want to mess around with stuff like ziplines and grappling hooks.
7. A medic is not a support gunner, and BF should have never treated him as one.
as a bf2 chopper whore, the worst enemy i could have was a coordinated effort between a couple of fully articulated .50cal machine guns. one gun isn't too bad, but when they're both on you at the same time, it's a quick death.unnamednewbie13 wrote:
It's been awhile since I played, but wasn't there AA infantry in BFV? It's kind of irritating in BF2 when all you have to fight back on foot with is MG spam, lucky AT hits and very rare expert M95's.
Very true. The cars do even the odds somewhat, but the cooperation required for that to work is much higher than a pilot/gunner combine.
I never bothered assault 'cause it wasn't really worth it compared to medic which was far better than assault as you could survive longer.unnamednewbie13 wrote:
4. Engi vs AT - rocket =/= frag, mine, wrench. The two play absolutely different. AT is active anti-vehicle, and engineer is support/passive anti-vehicle.
5. Sniper vs specops - again, different. Sniper focuses on infantry suppression and passive anti-infantry while specops is more of an anti-vehicle/asset assault class.
6. The assault class is fine the way it is. If you gave them much more than smoke, flashbangs and grenade launchers, everyone and their mother would spawn as one. Play Special Forces if you want to mess around with stuff like ziplines and grappling hooks.
7. A medic is not a support gunner, and BF should have never treated him as one.
I want the rocket launcher engineer trend to stop in a bf game for once, do it like in good old bf1942 where instead engineer has explosives and landmines or make it a choice between the 2, in BC2 I always go for rocket launcher over landmines 'cause they are tons better c4 and landmine choice would be better balanced.
Snipers focus on infantry suppression? That is the fucking support class, snipers are assassins as well as scouts.
The irony of guns, is that they can save lives.
That too, but you're wrong: when snipers are fighting, they're suppressing infantry, be it at chokepoints, flags or airfields. The support class can get stuck in a bit more, but in BF2, suppression involves accurate gunfire, not bullet spray. That's why you see the support guys themselves (including me) popping off one to two shots at a time.War Man wrote:
Snipers focus on infantry suppression? That is the fucking support class, snipers are assassins as well as scouts.
Same thing in Doom 1/2, come to think of it. At distance, you'd tap-fire the chaingun to make the most of the super-accurate first two shots.
Few people use the assault kit the way it should be anymore. If you have medic support in your squad and are dealing with a lot of embedded infantry, give it a go and practice with smoke and the grenade launcher. I've been using a lot of G3/F2000 lately, and they're pretty decent.War Man wrote:
I never bothered assault 'cause it wasn't really worth it compared to medic which was far better than assault as you could survive longer.
There was an AA infantry unlockable weapon in BF2142.
I wonder why DICE removed that concept from later games.
I wonder why DICE removed that concept from later games.
Because "later games" were BC2 and it only had choppers, not jets...globefish23 wrote:
There was an AA infantry unlockable weapon in BF2142.
I wonder why DICE removed that concept from later games.
EDIT: I had actually forgotten about that thing... it was epic tbh...
Last edited by FloppY_ (2011-02-19 13:17:25)
Your thoughts, insights, and musings on this matter intrigue me
Really boils my piss. Make it bf2 improved. Wasn't bf2 like the last well received game(well game that got ALOT of played hours) stop mucking about with 4 classes, fair enough do it for the console versions but make the pc one like that pc gamers like!
You have to learn the rules of the game and then you have to play better than anyone else.
Im right there with you on that one. What do you think about making it more classes than BF2?0akleaves wrote:
Really boils my piss. Make it bf2 improved. Wasn't bf2 like the last well received game(well game that got ALOT of played hours) stop mucking about with 4 classes, fair enough do it for the console versions but make the pc one like that pc gamers like!
My thaughts would be to create special flight and armored divisions. Special weapons for calvary. im not talking about FUFU rounds like they use in bf2. I forget which mod it is, either POE or Hard Justice, a tank can choose between 2 different rounds. Either sabot or a round nose. I say take it a step farther, and use something along the lines of phrosporus or another high explosive type to burn structures down to flush infantry. Theres a few to think about, LOL.
As for air, instead of wasting space with a UAV trailer let someone get in it and fly the drone, also arm the drone!!! Killing the guy inside of it? If your squad is lucky enough to make it that far, just destroy the asset as normal with two C4 packs.
This job should essentually create another job. A game round shouldnt start unil a squad is created and filled to do nothing but defend their own base. Make the squad up to twice the size as a regular 6 man squad if needbe. Half is Armored Battle and Anti Air, the rest is infantry, and have to have atleast 1 engineer, one medic.
With all that said, lets make servers capacity of 128 players instead of 64.
Last edited by Drunken_Tankdriver (2011-02-22 16:18:20)
If you are going to give armor that much power, you might as well make Javelin's realistic then.
extend the current stationary and mobile aa lock range to 400 meters.
jets would get screwed and choppers would have 40 meters to tv the fuckers.
everyone is happy
jets would get screwed and choppers would have 40 meters to tv the fuckers.
everyone is happy
good idea! tanks should be then too. Let them have a zoom so they can sit and rape from far away. If the javelins work well it would be like running armor in armored fury, its kind of pointless because all you are is a target. You get more deaths than kills if you roll up a street and have 8 javelins coming at you when it only takes one hit.Ilocano wrote:
If you are going to give armor that much power, you might as well make Javelin's realistic then.
If BF2 had four classes, you guys would demand four classes.
Fuck, if BF2 had three classes, then you would want three classes.
Fuck, if BF2 had three classes, then you would want three classes.
Because tanks aren't meant to roll up onto streets without significant foot protection.Drunken_Tankdriver wrote:
good idea! tanks should be then too. Let them have a zoom so they can sit and rape from far away. If the javelins work well it would be like running armor in armored fury, its kind of pointless because all you are is a target. You get more deaths than kills if you roll up a street and have 8 javelins coming at you when it only takes one hit.Ilocano wrote:
If you are going to give armor that much power, you might as well make Javelin's realistic then.
exactly.Ilocano wrote:
Because tanks aren't meant to roll up onto streets without significant foot protection.Drunken_Tankdriver wrote:
good idea! tanks should be then too. Let them have a zoom so they can sit and rape from far away. If the javelins work well it would be like running armor in armored fury, its kind of pointless because all you are is a target. You get more deaths than kills if you roll up a street and have 8 javelins coming at you when it only takes one hit.Ilocano wrote:
If you are going to give armor that much power, you might as well make Javelin's realistic then.
I definitely prefer the condensing they did in BC2 of classes. 7 was way too much and as Doc said, they were overlapping and redundant.unnamednewbie13 wrote:
Addressed this numerous times in BF3 threads. I think we can safely agree to disagree.Doctor Strangelove wrote:
4 unique and useful classes are better than 7 overlapping and redundant ones.
Once again:
1. I don't think primary weapons overlapping in the seven class setup really affects gameplay when the class-specific secondary functions are all radically different. In fact, similar primary weaponry ensures that one class isn't going to overpower another too easily on foot.
2. I prefer having more classes to choose from than having to open more submenus to customize fewer classes to my liking, or having to unlock everything that a class should already have from the get-go.
3. A OR B OR C = Q, A OR B = Q, B OR C = Q, A = Q...whatever. It boils down to design choices. Since I don't have to scroll down to view all class choices and have most options (other than unlocked primary weapons) immediately visible, I'm happy. It's probably more irritating to scroll through them with a gamepad, though...which is why I play my Battlefield 2 with a m/k. What I absolutely do not want is to bury people with limited kit combos like CoD, forcing you to exit to the menu to make significant changes.
4. Engi vs AT - rocket =/= frag, mine, wrench. The two play absolutely different. AT is active anti-vehicle, and engineer is support/passive anti-vehicle.
5. Sniper vs specops - again, different. Sniper focuses on infantry suppression and passive anti-infantry while specops is more of an anti-vehicle/asset assault class.
6. The assault class is fine the way it is. If you gave them much more than smoke, flashbangs and grenade launchers, everyone and their mother would spawn as one. Play Special Forces if you want to mess around with stuff like ziplines and grappling hooks.
7. A medic is not a support gunner, and BF should have never treated him as one.
"Ah, you miserable creatures! You who think that you are so great! You who judge humanity to be so small! You who wish to reform everything! Why don't you reform yourselves? That task would be sufficient enough."
-Frederick Bastiat
-Frederick Bastiat
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