This is exactly why I prefer Battlefield over any CoD game.. It's not fast paced but it rewards you in the long run, and there are sooo many more customization to choose from for almost everything compared to the CoD series. Thats a +1 in my book.
This post has been edited by AcidSkift3kk: Aug 31 2009, 17:09 PM
This is exactly why I prefer Battlefield over any CoD game.. It's not fast paced but it rewards you in the long run, and there are sooo many more customization to choose from for almost everything compared to the CoD series. Thats a +1 in my book.
Fisrt off cod4 was the first time the series made an attempt at persistent stats and ranks and unlocks....Second they are two different styles of fps games that cant really be compared... at all, other then having guns players play both games completely differently.....
So I´m not losing anything by not even trying it. I just want some more realism to bf.
Although I count myself as a pro flyer I love it when I kill a jet or more likely a helo pilot who thought of an easy tank kill. Especially when my ping is cca 100-120 and he´s round 30. Bullets arent lasers, tank rounds even moreso, killing somebody who should pwn you is humiliating for the flyer, yet really satisfying when in a tank. ...
What I´d want for BFBC 2 to happen: for projectiles to be able to hit other projectiles- this could make after modding some more pre-realism mods with even anti-missile defense :-)
I dont understand the last sentence. Bleeding some HP until the wound possibly seals itself or got some bandages? First to stop negative ´regeneration´ and heal after that?
Depending on how youre wounded would be the ability - renewal of ur stamina so once they hit you hard enough, you cant sprint indefinitely , the harder youre hit, the slower stamina regens. Then follow the red trail on the snow to be counter ambushed...
What would help realism- as well as immersion while keeping it still arcadey, would have to make weapons and people behave like RL. Very high weapon lethality makes games less fun because everyone waits the other guy to pop up and be one- shotted from some bolt-action rifle like in FH2 mod. (people RL dont want to die, so they dont hurl themselves to get some kills, or knowing how many hits they can take...)
Low lethality results in very close engagements jumping and spraying at each other. High lethality results in twitchy battles- more RL like. High lethality doesnt make a game better. Low makes it even worse, since theres no adrenaline. However it keeps you from being dispatched even before you realize anything. This leads to frustration
A well playable (somewhat arcade) game has to be in the good middle. With guided weapons lethality needs to be lower for single person vehicle usage. Grenades must be a lot weaker than in any BF so far and not be spammable. The more players the more it can turn to potato throwing and medic electric discharges contest. It gives lots of points but as gameplay it is poor and turns away sane players.
Ground vehicle gameplay
Should be somewhat RL. Control of tank - camera only from inside so you cant spot so easily ambushes, so youre gonna wait for infy to get in engagement and then open fire on the enemy. For open areas between flags, vehicles should rule even more, but it all depends on terrain and accessability.
What I would like for a heavy AT solution (while light AT would be only unguided) for Russia would be Kornet ATGM. Deploy, enter, snipe (range 5500 m, 1yard=0,91 m, HEAT 1000-1200mm, also thermobaric) and guide the missile as in BF2, While Yanks would do with the inferior in capability, however fire and forget Javelin with top attack. Also I dont know if there will be some class to give you ammo, so if not, there would be some ammo regeneration even for that- like 15-20 seconds per missile, depending on lethality.
air In helicopters there should be look from the cockpit, with joystick hub enabling you to look around while actively controlling the aircraft. If you had the ability to switch payloads at base depending on mission somehow, that would be cool- if youre manning the more universal type of helicopter. When against armor, AT, AA missiles, if infantry, then unguided rockets (which would kill standing infantry in say 5 meter radius) if anything, jack of all trades. Fire unguided rockets in full auto, with rockets having some deviation as well as visible drop. Helicopters should be a bit faster, also when having your nose up in the sky in high speed, this should mean you gain height and go forward, not backflipping.
It seems there will be no controllable jets so far, so among unlocks there will be AA to deal with and/or AA vehicles like tunguska (perhaps pancir S-1)
What is a very must is that when players have low terrain settings, grass is gone unlike for those who dont cheat like this. It is imperative that infantry appear on visuals at the distance bushes and other stuff does. Because grass is so widespread, adding the distance it appears would slow down performance, so I believe its best to reduce grass as possible, because it mostly hinders one who would hide in it, not those who would want to find that ´hiding´guy. Who, especially in scope would see only him, not the grass. instead of grass more bushes with same appearing distance to avoid exploitation.
Most of the stuff I propose would make factions more diverse, more different, exploitable in different ways.
This post has been edited by TomaSkTemplar: Sep 1 2009, 22:10 PM
Medics/Assault will carry Unlimited Bandages and Medic Kits as usual, however, all other soldiers will have 5 bandages, depending on your bleeding 1 will usually stop your bleeding thus adding minor heath around 5-10. Once you run out the only way to receive more is to go to a Supply Drop or Support guy that holds the ammo hub (is that right?).
In my most favoritest game which is 10x harder than Crysis to be able to run, STALKER: Shadow of Chernobyl as well as Clear Sky, the game is mainly based on realism. It has a bleeding feature. Where depending how badly you get shot there are 3 Levels of bleeding, A Green blood drop icon will show up, means you have minor bleeding which you lose blood slowly and it will fade after several minutes. Then there is an Orange blood drop icon, which means you have moderate bleeding and you need at least 1 bandage to patch it up otherwise it will stay there. Lastly there is a Red blood drop icon, which means you have severe bleeding and it will take several bandages to get you to stop or you will die. Now also there are Medic Kits and Bandages, Medic Kits only increase your heath they WON'T stop your bleeding while bandages will only stop bleeding and give you the slightest health you will barely notice an increase in your health.
This post has been edited by AcidSkift3kk: Sep 2 2009, 03:04 AM
the idea sounds good, but I wonder if you guys managed to read my ideas on that long list, which at this stage of development are 99% unlikely to happen, also because there might be engine limitations, strict number of weapons etc.. Also my idea: IF they dont plan to make fighter physics as they were in 1942, but like bf2 (fail), then they better make airstrikes offmap-AI controlled- still destructible.
I hope mod support will be better this time.
Although if in BC 2 will be no jets, its possible bf3 will have them with finally good physics, but 42 physics werent for total noobs as they were in bf2. 43 flyer physics seem identical to bf2 and later poor physics.
This is exactly why I prefer Battlefield over any CoD game.. It's not fast paced but it rewards you in the long run, and there are sooo many more customization to choose from for almost everything
compared to the CoD series. Thats a +1 in my book.This post has been edited by AcidSkift3kk: Aug 31 2009, 17:09 PM
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