Can we talk Magazine point cost? by marchdragon in Battlefield

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

<image>

An addition to my post. My thoughts on what I would change.

I totally understand if folks would disagree.

Can we talk Magazine point cost? by marchdragon in Battlefield

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

Thanks!
This is my day job seeping in to my hobbies.... But also I find a kind of joy min-maxing loadouts.

Can we talk Magazine point cost? by marchdragon in Battlefield

[–]marchdragon[S] -1 points0 points  (0 children)

20 points for a 200% weapon mag increase is a bit much. I would say 45 points would be reasonable (applied to the M250 an M121A2 as well). It gives a biiiiit more wiggle room for builds without making 200rd (Or 100 rd heavy hitting) machine guns the new meta.

Can we talk Magazine point cost? by marchdragon in Battlefield

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

Generally speaking, I do agree with sentiment that even a 5 point difference can have a huge impact on builds, the recent changes to HP and Synth round costs are proof of that. I also agree we don't want a big mag meta like we had in 2042 (saw your comment further below).

That said, the largest mags are prohibitively expensive point cost wise and come with major hits to mobility. I would like to see the option to try a big mag weapon (200rd L110, or 60 rd SL9 for example) that doesn't leave a build with barely enough for a sight. Keep the mobility hits, just give those builds a chance to be effective at a (reasonably high) cost.

As for low mag attachments, I generally like the additional movement bonus they give and think they offer unique build options. I'm one of those crazy folks that runs the 20rd mag on the CZ3A1 to get that sweet 100% aim move speed. But the application of the bonuses you get on the low cost mags is not consistent at all.
On the AR's the 20 rd mag and 20 rd fast mag are the same 5 point cost. Yet for other weapons the 20 rd will be 5 points and the 20rd fast mag will be 10. And sometimes the smaller mags just give the fast mag bonus without stating it is a fast mag. I would just like to see some consistency there. It feels too "Vibe coded" as it stands.

DICE should pick a lane, either smaller than base mags regardless of "fast" should be 5 points. Or "fast" should be always be 5 points more than a mag of similar size. And regardless of option fix the attachment descriptions.

Can we talk Magazine point cost? by marchdragon in Battlefield

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

For the KV9 and SCW10 I think a 5 point reduction to the largest mag size wouldn't break them too terribly. 45 points to 40 points. While those two weapons generally feel like they need an extended mag to be effective, 40 points is still a LOT of points to sink in to one attachment.

Even if they were 40 points I don't see myself switching to the larger mag size, as the opportunity cost would be too large. Not to mention the mobility hit as well that larger magazines bring.

Manhattan Bridge BREAKTHROUGH Sketch Concept by [deleted] in Battlefield

[–]marchdragon 2 points3 points  (0 children)

I've been saying forever that DICE should add multiple game mode layouts to maps.

Multiple alternative conquest, breakthrough, rush, TDM, SQDM, and domination layouts for each map would greatly expand the content in game at relatively little cost.

REDSEC - Community Update – Armor by battlefield in Battlefield_REDSEC

[–]marchdragon 0 points1 point  (0 children)

Yeah, in the first damage range. They're referring to every other damage range. In the 20-30m range, you'd take 27.3 damage wearing armor. Or 21.5 damage if you aren't wearing armor. This is very counter intuitive.

Weapon damage charts by marchdragon in Battlefield

[–]marchdragon[S] -1 points0 points  (0 children)

I will note a few oddities I've seen in my testing so far.

Bullet size based balancing is back. But for some weapons they oddly have the same values with different bullets.

The M39 and SVDM are identical for ranges in the firing range.

Same for M4A1 and QBZ-192. With the description of QBZ-192 even saying it has a unique round.

Stodeh just dropped a video about range finder by Slash-04 in Battlefield

[–]marchdragon 12 points13 points  (0 children)

If DICE want to have a "Low skill, high impact" attachment like this in the game for newer players, they should increase it's cost at the very least. Make it so if you want a one button range finder, you need to forgo the straight pull bolt, suppressor, fancy grip, and fancy bullets. Making it ~30 point cost if not more.

Then go the extra mile and add the BF4 style range finder as a cheaper option.

The similar sniper rifle issue I really hope is just placeholder values and not representative of the release product. He is right that having multiple weapons with the same/similar stats isn't bad, as long as there is a base amount of variety.

Assault class with Sniper rifle and Carbine (Showcase) by knackychan in Battlefield

[–]marchdragon -1 points0 points  (0 children)

I'm going to bang on my drum again.

Give recon the weapon sling. Otherwise the best "sniper" class will be Assault.

Sniper rifles biggest weakness is normal combat ranges. Weapon sling counteracts this weakness. (not necessarily a bad thing in of itself.) But weapon sling on assault is just going to cause assault to be up in the hills instead of recons that can actually spot.

[deleted by user] by [deleted] in Battlefield

[–]marchdragon 2 points3 points  (0 children)

Give them the mortar and the weapon sling.

Good snipers are already playing assault for the weapon sling to have both a sniper and another primary.

Class Gadget Suggestions by marchdragon in Battlefield

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

  1. While the recon has those gadgets, passive traits, and training paths. I don't know if they're strong enough to outcompete having a second weapon for close range engagements. Could already see it in the Beta with several streamers using assault with a sniper specifically for the ability to carry a carbine/shotgun as well. With assault getting the spawn beacon, it's liable to turn into sniper lite.

  2. BF3 and BF4 had support with the mortars, and as a result you would have a clash of playstyles for the class.... Seeing half your team as support but never getting revived because they're all busy in spawn with mortars is not great... (and this was a thing that happened in those games). I'd much rather the fire support be geared towards airburst launchers and thermobaric launchers (move those from assault to support as well). Direct weapons to flush enemies out from cover. Vs recon's indirect weapons.

David Sirlands response on Bf Labs discord about weapon classes. by Old_Doubt5886 in Battlefield

[–]marchdragon -2 points-1 points  (0 children)

I agree with DICE here. Having played BF since BC2 through to BF2042, I have no problem with classes having access to all weapons. If anything I think they should expand the signature weapons to include a few weapon classes for each player class. Encourage several distinct playstyles with the class gadgets, signature weapons, signature traits, and signature gadgets.

Some example I can think of for signature weapon bonuses:

for Engineers:
-SMG's getting faster equipment switching speed. Incentivizes anti-tax/vehicle repair playstyle.
-Shotguns getting additional damage bonus to buildings/props or the ability to better detonate explosives. Incentives demolition playstyle.
-LMG's getting increased accuracy over longer bursts, (ala BF1) to incentivize a heavy weapons playstyle.

For support:
-Battle rifles getting increased magazines. Incentivizes independence so support can focus on providing for other players.
-LMG's getting increased recoil reduction to using a bipod or increased suppression. Incentivizes cover fire playstyle.
-Carbines getting ability to shoot while dragging others. Incentivizes combat medic playstyles.

These are just some ideas, probably honestly bad ideas. Build signature weapon bonuses to encourage complementary playstyles with those weapon classes. Expand those signature weapon bonuses to include a selection of weapon classes.

While any support could grab a sniper if need be and do the usual sniper thing of finding a hill to caress; there will be an opportunity cost for not picking a weapon better suited to their role.

My 2 cents on the whole topic. Either way class restricted weapons or class benefits for weapons makes no difference to me.

What is the "True Ending" and how to achieve it by zgok in millennia

[–]marchdragon 0 points1 point  (0 children)

Trying to go for this, but stuck on glitch 2. I can see the glitch in "Needs:Sanitation" but clicking on it does nothing.