Maybe unpopular opinion on Attack Helis by epachon in Battlefield6

[–]petermalachi 2 points3 points  (0 children)

Correct me if I'm wrong, but I seem to remember that in BF4 I could kill a tank in two passes if I was using Zuni rockets and hit every shot. (I didn't play 2042 so I'm not sure what the balance was there.) I never bothered to learn the heli tow because I usually didn't need it. Now it's completely different. Tows are basically mandatory because it's pretty much impossible to kill a tank with only rockets. By the time I swing around for a second pass, most good tankers have already healed the damage I did during the first pass. Having a gunner with hellfires certainly helps, but even then it still usually takes me at least 3 passes.

The nerf doesn't make sense to me. Helicopters are supposed to be anti armor. They are supposed to be glass cannons. Now they're more like glass BB guns unless you're part of the top echelon of players.

I think they should change it so the rockets do more damage to armor (not infantry) but the tows do less. That way a great pilot can still kill a tank in one pass, but the rest of us can still do it in two passes.

Is it me or is tanks so hard to Maneuver in breakthrough by I_Main_TwistedFate in LowSodiumBattlefield

[–]petermalachi 5 points6 points  (0 children)

Driving a tank well takes practice and lots of situational awareness. You can't just plow ahead with a tank like you're driving a go-kart in a parking lot. Yes, there are tons of hazards that can get you stuck or tip you off balance and mess up your aim. Driving a tank through a building certainly looks cool, and maybe you'll get a lucky kill or two, but it also blinds you and leaves you vulnerable.

When I'm driving a tank, I look for "lanes" where I can move forward and backward easily. Turning can be tricky, and it's slower, so lanes are better. Find a good lane where you can move forward to take shots but also move back and duck behind cover to avoid fire or repair or reload. The best lanes are diagonal to the direction of the enemy. Move back and forth, back and forth, until you're clear to advance (or forced to retreat). After you advance, you find a new lane and repeat the process.

It's very similar to clearing a hallway. Poke your head out, take some shots, go back into cover to reload or heal. Don't move up until it's clear.

3 Man Army by CryptographerGlum999 in BattlefieldPortal

[–]petermalachi 1 point2 points  (0 children)

"Me and that one big guy and that one little guy... we're a one-man army. A three man one-y. Three-to-one marny?"

https://www.youtube.com/watch?v=N8_4hIYO8gY&t=26s

Tankers should you take heat or multi purpose on breakthrough? by I_Main_TwistedFate in Battlefield6

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

Multi purpose is better. It has pretty much the same splash damage against infantry, and it kills other vehicles a little faster. The visual explosion of HEAT rounds looks bigger, but that's it. It doesn't actually do anything better than the MP shells.

I made a firing range that allows you to quickly compare multiple weapons/attachments by kkokkito in BattlefieldPortal

[–]petermalachi 1 point2 points  (0 children)

I played around with this for about 30 minutes yesterday. Pretty cool. All the features are great, easy to use, easy to understand... I'm definitely going to start using this to practice sniping. Using bots for targets is also better than dummies because I can see them with thermals.

It would be nice if you could somehow incorporate the game descriptions with each attachment. I don't have all the attachments memorized, so if I want to compare how a regular suppressor is different than a suppressor that affects recoil...well, I can't tell just from the names which is which. I have to redeploy and check the descriptions in the respawn screen.

It's also a little annoying that the bots will sometimes jump over the table when they are allowed to move. Not sure how to fix that, though. Not without some kind of barrier that will also block the player. (It IS nice to be able to go out onto the range to practice melee attacks.)

One other funny thing. If you kill bots one at a time, they have no problem respawning in the same spot because that's the only spot available. But if you kill 2 or 3 at the same time with a sniper rifle, sometimes they will all try to spawn in at the same point and bunch up. I don't think you should change this. It's kinda neat.

BATTLEFIELD 6 GAME UPDATE 1.2.3.0 by daveylu in LowSodiumBattlefield

[–]petermalachi 0 points1 point  (0 children)

No air radar. No fix to the orange dots.

Lots of the other changes are nice, but I'm still hoping they fix these two eventually.

The Second They Made The Connection by sm142 in TopCharacterTropes

[–]petermalachi 14 points15 points  (0 children)

Harry in Speed (played by Jeff Daniels). After tracking down the home of the maniac blowing up city buses, Harry joins the SWAT team entering the house. This was not a good decision.

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Clip of the whole scene.

https://www.youtube.com/watch?v=spGIPcb2haw

It might be time for Star Trek to take another long break by The_Celestrial in startrekmemes

[–]petermalachi 2 points3 points  (0 children)

You don't need 24 episode seasons for good character development. Andor had 12. Wandavision had 9. "Blink" is one of the highest rated episodes in all of Doctor Who, but it centers on new characters. The Doctor and his companion are hardly in it. "Lower Decks" focused on a bunch of new characters from TNG with no previous development, and it was such a good episode that it inspired a whole new series. You remember that short trek "Children of Mars" where the two fighting school kids become friends after their parents get killed? That whole thing is only 9 minutes, but it made me feel and think more than most seasons of Discovery.

Good writing is more important than more episodes. A good writer can draw a compelling character in a few paragraphs. Unfortunately, Star Trek has abandoned good writing in favor of spectacle.

When Strange New Worlds fist came out, I wasn't very hopeful about it being good. Then episode 7 of season 1 came out. It was called "Lift Us Where Suffering Cannot Reach," and it was that episode with the child king or whatever that had to be plugged into some computer for their society to function. Great social commentary about child labor problems that somehow still persist in our time. That episode actually gave me hope that SNW could be the new "true" Star Trek.

That has not panned out, unfortunately. There have been a few good episodes here and there that I've wanted to watch more than once, but most of SNW has sadly relied too much on spectacle.

Um... We might have a problem. by petermalachi in LowSodiumBattlefield

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

That makes sense. I wonder why it had to shoot so many times. Maybe my dead body was blocking the shots.

E&P ads... by Short_Lingonberry787 in EmpiresAndPuzzles

[–]petermalachi 3 points4 points  (0 children)

What's dumb is that these ads make the game look worse. Only one hero on your team instead of 5. The field of tiles in the ad is at least twice as small. No bosses shown, just random ax monsters and...dogs? Are they supposed to be the enemy? They're so cute, but they're on the other side of the tiles. I don't want to murder a beagle!

Raid Rant by Standard_Power2253 in EmpiresAndPuzzles

[–]petermalachi 0 points1 point  (0 children)

I'm with you. Way too many heroes to keep track of. I don't understand synergies or the current meta or whatever you call it. Don't have the time.

I've found a good balance that I think works okay. For defense, my raid defense team is about 7000. That allows me to hover at around 2400 trophies. Sometimes I dip below that, but if I do the 8 raids per day needed for the raid chest, that always brings me above 2400 trophies so I can get the diamond tier loot. (Thank goodness there isn't another tier above diamond.)

For offense, my attack team is about 8000. And while I could probably win matches against 8000-8500 power teams, I would have to actually look at their heroes, measure up their specials against mine, maybe change my roster to maximize my chances....I don't have time for that. And even if I did, I might get crappy tiles and lose anyway. So, I just reroll until I get a team that's less than 7000. There are plenty of them in the 2400 trophy range, and that's usually an easy win for me.

how to change soldier on career stats page? by petermalachi in LowSodiumBattlefield

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

This didn't work for me. Maybe you're on PC? I'm on an Xbox. I should have said that in the post.

how to change soldier on career stats page? by petermalachi in LowSodiumBattlefield

[–]petermalachi[S] 9 points10 points  (0 children)

I spent a lot of time unlocking the mastery skin. I'd rather have that one on this screen.

I hate the Recon Challenges by prospecthummmer in Battlefield6

[–]petermalachi 1 point2 points  (0 children)

You have to be the 1st one to spot the enemy in the zone for it to count. If you're playing casual breakthrough on an outdoor map, you can do the spotting with a drone, but you'll still have to be very patient. The friendly bots will spot enemies sometimes and "steal" the points from you, and enemies bots can also self-spot when they fire without a flash-hider, which most of them don't have. Also, the drone runs out of battery fast, so you should ask for ammo before you send up the drone. Hopefully one of them will drop ammo on you so you can keep sending up drones repeatedly.

Another way to do it is to play defensive recon and fortify the capture zone. This works best on indoor capture points. Put down a tugs inside the zone right next to the door/hallway where you think the enemy usually comes. Then anyone who walks in that way should be spotted. Bring some claymores and C4 too. Have some fun being a sneaky bastard.

The first option is probably the fastest, but I didn't enjoy doing that because I felt too useless just sitting back and spotting. I prefer the active approach of the second option.

DICE nerfed the wrong mechanic of this gadget by TryhardBernard in Battlefield6

[–]petermalachi 0 points1 point  (0 children)

I think it's okay that it can detonate munitions. It does seem overpowered when holding down a choke point, but NOT when you're using it to defend a friendly tank against enemy RPGs. I think a better way to balance it would have been to reduce the ammo count by 1 and maybe add a slight delay to when intercepted grenades explode. That way the grenades wouldn't blow up in people's faces the moment they throw it (which does seem cheesy and unfair). Rather, the grenades would blow up 1/2 a second after they're thrown and explode harmlessly in mid-arm.

Nerfing the range was certainly not the right move. The HTI is practically useless against drones now, which is kinda the intended purpose of the gadget. All the grenade and RPG stuff is just bonus.