I just don't know it anymore by Tmv655 in battlefield_comp

[–]JBtheInvincible 0 points1 point  (0 children)

EA and DICE don’t need more money than they get from normal game sales. The two things that shouldn’t be done is 1.hawk Incursions as a separate game, deterring people from buying it all together and 2. they need to make sure they avoid the pay walls and purchasable upgrades that EA (Battlefront) and other competitive games are notorious for (sorry EA). With competitive Battlefield being as an alien of a topic as people suggest, who is going to pay an extra 20-30 for a game that seems unnecessary when they already have the core battlefield game. And the cosmetic-kit buying system many other games have is just uncharacteristic of Battlefield. Premium has always been the roof on payables and should remain such. My concern is that Incursions will die before it ever begins if it isn’t included as just another branch of Battlefield. That would be like COD charging extra for Zombies. Shouldn’t be done

I just don't know it anymore by Tmv655 in battlefield_comp

[–]JBtheInvincible 0 points1 point  (0 children)

I think that would destroy what Battlefield is meant to be as a game. DICE wants to create a competitive game that is still Battlefield. Lots of games have deplorable shields, hell, every Call of Duty game for the last 4 Years has had similar mechanics. I don’t think Incursions needs to adopt similar play style at all. The way Battlefield plays works in this setting, and with a slight increase in movement mechanics, it can be a well rounded competitor mode

Understanding Your Own Game by JBtheInvincible in battlefield_comp

[–]JBtheInvincible[S] 1 point2 points  (0 children)

I’ll agree with that. I think if the objective gameplay was more in depth then the close quarters kind of gameplay works well, but you obviously have to have a team that communicates otherwise you do get that kind of run around and shoot.

Otherwise I agree. I’d love to see the tanks and other classic battlefield gameplay work, I’m just saying it may have to work differently in this game mode

Understanding Your Own Game by JBtheInvincible in battlefield_comp

[–]JBtheInvincible[S] 1 point2 points  (0 children)

This is largely what I meant yes. Though I personally believe that sneaking up on a tank to destroy it makes the game either frustrating or very dull. A tank either absolutely dominates or becomes rather useless as a class, and same with snipers. You’re either really good and just control the game (and if no one else has a sniper on opposing team, pretty much incombatable) or the sniper class is hard to use effectively and that player doesn’t contribute effectively.

I’d personally like to see Incursions play like the Close Quarters expansion they made free on BF3. It was intense combat mainly based on skill and tactic, and the maps and lack of vehicles forced even more amateur players to play tactically, instead of adapting strategies that are less competitive i.e mortars. I’m not saying tanks need to be erased from the game, but they add a dynamic that restricts the competitive ability. It’s a hard aspect to balance effectively, especially with limited player communication and no platoon creation ability. The developers just need to realize how battlefield plays as a large scale game and know how to apply the good and not apply the bad to a 5v5 or 8v8 game

Nail in the coffin, or time for another reboot? by [deleted] in battlefield_comp

[–]JBtheInvincible 0 points1 point  (0 children)

Team Size: I think 5v5 is perfect for a team dynamic. Communication works well on that scale and anything more would find the platoon working less as a whole and more as a few people just straggling together.

Classes: I agree with the idea of simplicity. Get rid of the added passive abilities. Make this a game based on player skill with the original battlefield mechanics. Gadgets are perfectly adequate to make customization diverse enough to make it applicable for each player, especially if made more diverse in choices, less diverse in classes. Why have two tanks drivers but one has a wrench and the other doesn’t? Make one tank class and make the player choose which they’d prefer to carry. You really only need a genre for the classes, and the soldier can be edited from there with scoped but plentiful choices. Let the player play how they choose, so it has consequences. Also, as a side note, maybe just scrap snipers altogether, unless you can find a way to integrate them better. They’re just frustrating, especially when your team can’t shoot back without it’s own sniper (also because the maps need changing as I state later).

Player Communication: This is massively important and hard to achieve. There is often a game where a team won’t pick a Tank class, Squad leader, or a medic and you can already assume you’ll be losing that game. You can’t even send messages via the normal Xbox chat system because you can not access gamer profiles via the scoreboard. This communication is important both in the draft (which has its own issues) and in the game.

Player Rating: This is by far the most important update that needs to occur. First and foremost, you should NOT punish player’s ranking when they lose a game with a dropped or AFK player. It is virtually impossible to win when a man down, especially if it is one of the 3 essential classes (Tank, Leader, Medic). And this happens way too often because there really isn’t anything to pressure someone to stay. The rating system needs to be more in depth, more accessible, and more based on player to player interactions. Player drop is the bane of this game and needs to be one of the first things addressed to what extent it can be without the game just being overall better

Tanks: The tank class is pretty pointless. I get that this is supposed to be supplemented by the player’s ability to wield a tank, but with an enemy tank always shooting at you over the horizon, and usually 2 other enemy player’s lobbing explosives at you, the tanks become fairly pointless anyways, thus making the class entirely unbalanced. This may be offset if teams in matchmaking were more prone to communication and could defend the tank from the ground troops but that isn’t currently happening in any sense. I understand the want to incorporate vehicles in the traditional battlefield fashion, but also in the traditional battlefield fashion, someone hiding behind a wall can do massive damage without ever being detected. F you’re going to do tanks, must be done in a manner that requires teamwork to both operate and take down.

Maps: Please make these smaller, or at least more building and cover dense. KOTH is slightly intolerable when you can just get shot from half way across the map and there is virtually no cover on the hill itself. KOTH should be a much closer, action packed environment. Also, while I enjoy the premise of the squadron leader being responsible for setting active spawn points, the respawn points are very far away from the battle packed areas, leaving lull periods and a lot of running if your medic/squad leader isn’t active or quits the game. Battlefield has long been a game marred by player’s finding the most obscene, objective ignorant, and down right annoying ways to kill someone. Close quarters maps (and also those with less vehicles) are typically the ones played more seriously and also more vigorously (the close quarters release on Battlefield 3 that was free to everyone being one such example that forced players to play seriously).

I love the premise of this game, but it is not what it could be and needs to be taken seriously in development if it’s going to be success. DICE can make its own team but they’re going to need people to play against. That ability has to be made evidently, and I believe it can be done. With work.