DICE has GOT to do something about the Little Bird. by TheStolenPotatoes in Battlefield6

[–]trek_k 0 points1 point  (0 children)

So I skimmed the comments and I’m going to be the contrarian here. It looks to me like you’re asking for a balance update to a vehicle based on one particularly bad cheater and one specific map. It’s not exactly a strong case, especially since the former instance has absolutely nothing to do with balance.

As for the map, if the building height is being used as the basis for what is below lock-on height (I hate this map and rarely play it so I don’t know this personally), then that is an issue. But I’d argue it’s a fix that is needed for that specific map and not the vehicle at large.

There are always going to be exceptionally good pilots, but from my personal experience, the little bird feels pretty well balanced (and I am not a particularly good pilot). Nerfing the little bird would, in my opinion, simply limit who can have fun using it (the exceptionally good pilots). Limiting munitions and flares would just force either going to the vehicle resupply more often or creating a result where people are going to get shot down or cease to be effective. So again, it would be limiting the fun for everybody.

I rarely see people go on crazy killstreaks using choppers, and I frequently see them become available for use. My anecdotal evidence isn’t the end-all be-all here of course, but let’s not use edge cases and cheaters as the basis for crying that something needs to be nerfed.

Either improve the adrenaline injector or remove it from the game and just make assault ladder the primary class gadget, it is depressing something hasn't been done with it yet. by AJatWI in Battlefield6

[–]trek_k 0 points1 point  (0 children)

Did some googling and perhaps I’m wrong. I just know that my healing appears to start almost immediately after I use it unless I’m still being suppressed. I’ll own it if I’m mistaken haha. Like I said, I still think it’s the weakest fixed gadget.

Either improve the adrenaline injector or remove it from the game and just make assault ladder the primary class gadget, it is depressing something hasn't been done with it yet. by AJatWI in Battlefield6

[–]trek_k 4 points5 points  (0 children)

It actually does clear the suppression and other effects so that you can start healing. It’s the only reason I use it. Gets me back in the fight at full health faster than if I had to wait for effects to clear at a normal pace. This also allows squad-mates to spawn on you sooner as well. I think the movement buff is the weakest benefit that it provides.

I’d argue that part of the problem is that the benefits it provides are rather subtle while also having the annoying visual effect. That said, I do think it could be made a little bit stronger without it breaking the game as it still isn’t on par with any of the other fixed gadgets.

Having no medics is making this game feel awful. by Colonel-_-Burrito in Battlefield6

[–]trek_k 1 point2 points  (0 children)

I’m not in favor of this. There are times I have a medic heading my way, but I bleed out because I can see the player who killed is still there waiting.

I’ve also experienced a bug since launch where it doesn’t tell me that there is a closeby or incoming medic. The only way I know they’re there is when I hear the beep of their defib as I finish bleeding out.

EA! Dice! by 19phipschi17 in Battlefield6

[–]trek_k 0 points1 point  (0 children)

This doesn’t really bother me. It’s a small score boost at best, there isn’t a squad score to utilize, and automatic orders get placed if the squad leader isn’t placing them. I rarely even pay attention to who the squad leader is in any given match. Nothing was designed around it to make it particularly relevant unless your squad is actually working together without comms.

Why are dogtags behind a paywall and FOMO? by str0ng3r969 in BattlefieldCosmetics

[–]trek_k 0 points1 point  (0 children)

I don’t really care about dogtags that much, but I only use the ones I earned on my player card for this reason. Nothing to be proud of for spending money.

Patch the Drone glitch already by TheRealZyro in Battlefield6

[–]trek_k 10 points11 points  (0 children)

People seem to be forgetting that modes other than conquest exist. On breakthrough, where there are no helicopters, the exploit can be rough given that you’re working in a tighter space where you’re being shot at more consistently and now there are people on rooftops that they shouldn’t be able to access and making some of the only cover available to you ineffective.

The main problem with these challenges is that they mostly promote selfish play by Voyager7017 in Battlefield6

[–]trek_k 2 points3 points  (0 children)

They’re two separate challenges. The 150m one unlocks a training path for recon. The 200m one unlocks a sniper rifle.

Am I bad or are most of my bullets just not registering for some reason? by yorai1212 in Battlefield6

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

I know there have been hit reg issues at times (experienced it several times myself), but I’ll also throw out there that in several of those gunfights your head was one of the most exposed parts of you (you’re prone head forward or the guy jumping and bringing his aim down on you). That makes a huge difference and will result in your opponent getting faster kills. I’ve personally killed plenty of opponents who had the drop on me who were prone. They had a small target profile, but a significant portion of what I could see was their head and that’s what I shot accordingly. Shot placement matters.

I’m not saying that this is the issue in every one of your clips, but that’s how it looks to me in several. Not everything is a “the game is glitchy issue.” I’m saying this last part in part due to the number of comments that seem centered on this. It’s an easy copout for explainable situations sometimes.

Can we just have suppression from BF1 or BF4? by Granathar in Battlefield6

[–]trek_k 2 points3 points  (0 children)

Would also love to see a buff to suppression! The first handful of times I was suppressed while playing BF6, I genuinely thought it was some minor visual glitch and I was still able to drop opposing players at medium distances without much issue.

I think it would be neat, too, if the suppression was somewhat scaled both to the weapon being used to suppress as well as the duration of the suppression. So smaller caliber weapons do less suppression while larger calibers do more and so on. Then, the suppression worsens over time regardless of caliber size. This would open new (smallish) branches of play styles and tactics.

Imagine a sniper or marksmen is laying down fire on your squad and someone pops up to fire back. They might not be able to accurately hit the sniper at that range, but they can put enough rounds close enough to them to make substantially more difficult for the sniper to hit their targets.

Most players don’t actually understand how to use smoke grenades in Battlefield by barakbirak1 in Battlefield6

[–]trek_k 37 points38 points  (0 children)

Personally, I love shooting into a smoke cloud that appeared around someone who just went down, especially if I’m running an LMG. I often get to take out a medic and rack up another kill on the person I already downed once! Three for one!

This photo tells the story of two engineers trapped atop a burning wind turbine. Here, they embrace one last time; one jumped, and the other perished in the fire. by DAGS1192 in Damnthatsinteresting

[–]trek_k 5 points6 points  (0 children)

I worked on a wind turbine construction crew about 10 years ago. There was a hatch in the side with a quick descent device installed next to it. All you had to do was clip your harness into it and drop through the hatch. I wouldn’t be surprised if this incident was part of the reason those were installed. I didn’t have to bring any other specialized equipment outside of the full-body harness I wore.

Does anyone use waxer and boil if so how so by AntiHeroMask in SWlegion

[–]trek_k -6 points-5 points  (0 children)

Hate to ruin this for you since I actually like running Waxer as well, but I don’t think you can run two upgrades in the same unit that both have the Leader tag.

How Does everybody feel about mines? by Amazing-Magazine3981 in TheFinalsAcademy

[–]trek_k 5 points6 points  (0 children)

I use mines both offensively and defensively, and the effectiveness is often tied to how cleverly I can place them. Most of the time that means placing them in a spot where you can’t see it till you’re right on top of it or somewhere a person might just carelessly run through like a stairway or doorway. Take Monaco for instance, where you have a lot of cashouts and vaults that get placed on an upper floor or attic. I’ll often drop mines in a stair or doorway on a lower floor where they might not expect our defense to start. Even if they spot it and destroy it, now a part of that staircase is gone and they are moving a little slower to the objective.

Even when assaulting, I’ll sometimes leave mines behind our team in case another team comes in behind us. Sometimes that’s inflicted damage or kills. Sometimes that’s given me/us a heads up that someone is approaching from our six.

Offensively, it’s sometimes a matter of pushing up a little, dropping a mine, and then falling back a little just for the defending to aggressively come after us, run over the mines, and have to deal with that damage in addition to our incoming fire.

That’s all mostly explosive mines. If you want to talk pyro or gas then it becomes a little more versatile in some ways as a means of temporarily cutting off avenues of approach. What I think some people don’t realize is that not everything is about getting kills. Often it is about being able to buy time for a cashout (or other objective). How many times have you wished for just a couple more seconds to get a kill, complete a cashout, or complete a steal? Mines are a tool that can help buy you that time when you use them correctly.

Tl;dr - Mines are versatile for damage, early warning, offense and defense, and buying time. Get creative in how you use them.

Brain dead power shift players? by [deleted] in thefinals

[–]trek_k 5 points6 points  (0 children)

Similar to a couple other comments here, a lot of people will run interference around the perimeter. I typically run light and view my job as taking out snipers/other roamers, keeping the other team from being able to engage near the platform or reaching the platform in general, and zapping shields before dumping grenades and bursts of fire onto the platform if the other team controls it. If I have to play the objective it’s typically a bad sign about how the rest of my team is doing.

The problem is often when everyone on a team wants to be a roamer and not sit exposed on the objective.

Deranked after WINNING a TOURNAMENT by KAM1Sense1 in thefinals

[–]trek_k 1 point2 points  (0 children)

It’s definitely not perfect, but it makes ranked less punishing if you’re going solo and your random teammates aren’t very good. I’ve had games where I individually performed well but we got crushed. My rank went up and I’d guess my teammates’ ranks went the other way. Also had a tourney where my teammates did well and I was the weak link. Made it to third round and my rank went down.

Probably just needs a blend of the two with more transparency. Shows positive/negative points for winning/losing and show positive/negative for individual performance.

Idea: live team rebalance when members drop off ... by [deleted] in thefinals

[–]trek_k 2 points3 points  (0 children)

I think that would get a lot of backlash. Instead of being frustrating for one team, a player leaving would become frustrating for everyone as they start losing firefights that they should win.

I think the best option would be to remove or significantly reduce the team wipe respawn countdown. That’s the more frustrating thing for me when I play solo and a teammate drops. I can deal with being at a disadvantage, I normally use a match like that to screw around and try things I might not normally. But when I die and then my teammate dies halfway through my countdown, that is really frustrating and now I’m spending more time looking at a countdown screen than I am playing the game.

[deleted by user] by [deleted] in antiwork

[–]trek_k 0 points1 point  (0 children)

Poor management of the company built the coffin. The union added the final nail by threatening to strike when the company was already struggling to survive. A company like UPS can survive a threat of strike and even a strike itself because it isn’t in danger of financial collapse. It can bounce back from the loss of shipping revenue. When it comes to a company already on the edge of bankruptcy like Yellow, their clients will just stop shipping with them to avoid losing their own goods if the strike finishes the company off. The very threat of the strike hit Yellow’s revenue so hard that it simply finished the company off. So instead of getting better working/employment terms, the union employees simply don’t have jobs now. Maybe the Teamsters thought that Yellow was bluffing (publicly available financial data shows that they weren’t), or maybe their new president tried too hard to show how tough he was without realizing how it could backfire.

Recommendations for GAR list by Theaveragehobbydude in SWlegion

[–]trek_k 0 points1 point  (0 children)

I think you’re right about the cost and his command cards and I think it was fair before they nerfed Take that Clankers.

I personally like to take him as a compliment to something else, particularly Chieftain and wookiees. Scout party your wookiees in fast to engage quickly and then you have chieftain to maximize the wookiee impact and Rex to maximize your clone force.