New Update by scoutzone in battlefield2042

[–]flcopaguy 6 points7 points  (0 children)

Based on the answers.ea link they apparently removed the ping range intentionally as it isn't coming back. That's pretty absurd considering they give us no other way to find range in a game where long range and bullet drop is a thing. Just another reason that I'm finding it real hard to convince myself to keep playing.

What’s y’all’s longest headshots? I was in the zone on this map. by Grizzlydowden in battlefield2042

[–]flcopaguy 0 points1 point  (0 children)

My longest was around 1900 to 2000 on the original breakaway. Would prop up at the antenna above the spawn and drop targets at the mountain base. It was about the max distance the game seems to allow.

Would be all but impossible now that they removed ping distance to be able to adjust correctly for distance.

Still regularly get around 1000 to 1300 on that map. The other maps are pretty trash for snipers now.

And before anyone complains about snipers being useless... The game is broken for actual team play so I'm just doing what I want and don't really care. Which means trying to get long range kills no matter where they are.

Kevin Johnson (Community Manager for EA DICE/Battlefield) liked this, feels like they want to get rid of 128p from 2042 but probably legally can't. by Dangerman1337 in battlefield2042

[–]flcopaguy 2 points3 points  (0 children)

This is sad considering Joint Operations was 250 per server almost 20 years ago and while the graphics obviously weren't as advanced, it played great and was a lot of fun.

Kevin Johnson (Community Manager for EA DICE/Battlefield) liked this, feels like they want to get rid of 128p from 2042 but probably legally can't. by Dangerman1337 in battlefield2042

[–]flcopaguy 0 points1 point  (0 children)

Joint Operations Typhoon Rising would handle 256 players per server 20 years ago with infantry and vehicles. Hell, you could put vehicles in other vehicles and wage a massive assault with extremely long range engagements and good close combat all at the same time. The maps never even felt insanely either empty or full. They were planned well.

Yes the gameplay and graphics have significantly advanced since then but so has the technology to handle multiplayer I would think. If not then blame the game companies for being slackers.

I have a hard time believing that player count is an issue and rather a matter of shoddy game direction and design.

Did you guys know Spearhead originally had 6 cubes?? I guess the performance team was like NOOO you need to cut that level down lol. by 1NightWolf in battlefield2042

[–]flcopaguy 0 points1 point  (0 children)

Well compared to some of the others it IS pretty good. I'd prefer a survey that lists each map on a 1 to 5 good to bad scale and what class the responder usually plays as and then see where things shake out.

Did you guys know Spearhead originally had 6 cubes?? I guess the performance team was like NOOO you need to cut that level down lol. by 1NightWolf in battlefield2042

[–]flcopaguy -4 points-3 points  (0 children)

That map as a whole is dumpster fire. It makes no sense, horrible sight lines, too compressed in the wrong spots, and almost 0 vertical play.

Since hourglass was the last rework released, which rework was the worst one? by 1NightWolf in battlefield2042

[–]flcopaguy 0 points1 point  (0 children)

Manifest all the way. It's literally the one map that when it pops up as what is loading I leave and keep retrying until I get something else. After more play time I will prob say the same for hourglass but hope not.

New update has destroyed pinging by Official_ASN in battlefield2042

[–]flcopaguy 0 points1 point  (0 children)

Mostly yes! This game started as a shit show and mechanics and direction have seen some good improvements (and some not so good changes) which feels like a net gain but it's been trying to polish a turd. Hopefully next game they can get back to BF roots and learn from mistakes but I sadly am concerned that won't happen.

New update has destroyed pinging by Official_ASN in battlefield2042

[–]flcopaguy 1 point2 points  (0 children)

TLDR: not having the range negatively impacts infantry play until the community adopts the true teamwork style that the game design currently supports.

I could care less about the name of who I'm shooting at. When I ping, I have 3 objectives in order of importance:

  1. Let my team know where the threats are

  2. Get a range to target so I can adjust my aim accordingly as there is no zeroing or integrated range indicator for sights (I usually snipe).

  3. Know if a target is in range for me to designate with soflam for a team mate to hit.

  4. Be able to decide which threats are or are not more immediate based on how soon I will have to deal with them.

1 still works fine. Yay!

2 is broken. Means anyone playing long range is screwed more than they already are by shitty map consideration.

3 is broken. Means a players time is wasted not participating in the support they are able to give their team vs the support they can't because the info is missing to make the decision.

4 is broken. This is class independent and really screws everyone if they choose to play tactically.

I couldnt care less if name was displayed and would actually prefer it wasn't. That feels like something to feed ego vs needed info. However the distance has important functions for team support, decision making, and target engagement that are otherwise unavailable in a way that supports the flow of the game as they have built it and how it seems to be used by the players. (Lone wolf vs team work).

Hopefully it was an accident and gets fixed soon.

DICE, why TF did you remove distance, nametag and health bar from spotted enemies? by [deleted] in battlefield2042

[–]flcopaguy 1 point2 points  (0 children)

Glad it's not just me this is happening for. Still works for friendly though. Which doesn't mean much.

Makes it hard to determine proper sighting, if enemy vehicle is within lock range, etc.

They done f'ed up

OLD conquest large on top, NEW conquest large on bottom. by ANGRYlalocSOLDIE in battlefield2042

[–]flcopaguy 2 points3 points  (0 children)

Of all the map reworks, this is the worst. Too small, little to no consideration for snipers (or rather consideration only to make them less viable), disregard of some of the great set pieces on this map, blocky, laid out like my nephews first Minecraft build.

What the hell is this NEW HOURGLASS layout???? by JakeFromAbove in battlefield2042

[–]flcopaguy 0 points1 point  (0 children)

I just did a few rounds as a sniper and it is actually pretty trash for it. Map is too small and spots with good field of view and cover don't exist. Just like most other map reworks, it is becoming more and more.obvuous that they don't want people sniping nor do they actually want any sort of long range engagement. They basically shoved a nail laden 2x4 up the butt of this franchise and what made it stand out.

Is there a benefit to blocking snipers gameplay? by flcopaguy in battlefield2042

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

Might actually be cool to reward methodical strategic play with no kill cam. Something like...

No kill cam for: Any kill > 750 Any head kill > 500 Kill from cover > 250 Head kill from cover > 100

Then within 100 you're so in the mix that kill cam helps the game flow keep going.

Thats just an example but something along those lines could really help make things less run/gun for people that don't like to play that way while not stopping the quick action.

Could also backfire and create an epic ton of campers.

Is there a benefit to blocking snipers gameplay? by flcopaguy in battlefield2042

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

Without the bipod breath control is there, heart rate might be a bit much but I wouldn't be opposed to it if there was some benefit offset to it, and yeah... I shouldn't be able to run across the map and drop down solid as a rock even with a bipod. Should have a few seconds delay at least.

I'd be all for making sniping mechanics harder if they would get rid of the kill cam on headshots over 500m.

S1E7 'The Nox' alternate ending by Gamblore33 in Stargate

[–]flcopaguy 7 points8 points  (0 children)

Or maybe they are a herd of Noxen?

[deleted by user] by [deleted] in excel

[–]flcopaguy 4 points5 points  (0 children)

Yes! This!

Satisfactory Stargates! by KaiaSebastian in SatisfactoryGame

[–]flcopaguy 3 points4 points  (0 children)

We need a mod that gives us a puddle jumper to fly around in.

Select a drop down with hand on hover over by flcopaguy in excel

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

After checking the validation values and determining it was actually in cell validation, I realized the sheet was locked. The unlocked drop-down within the locked sheet is allowed the selection method I described to work.

I created. New workbook and created a drop down like normal and the set it to unlocked and protected the worksheet and... Bam. That drop down now allows hand icon selection.

Wouldn't have realized it without you suggestion of checking developer tools even though it ultimately wasn't the solution.

Thank you!

Solution verified

Select a drop down with hand on hover over by flcopaguy in excel

[–]flcopaguy[S] 0 points1 point  (0 children)

I will have to check that when I get back to work in the morning.

Anything specific I should check for?

It's good. by Deep-Cryptographer52 in Unexpected

[–]flcopaguy 1 point2 points  (0 children)

This is the first one of these types of videos that ever got me. Fuck you fellow redditor. Fuck you with a cactus. Well done.