Yeah, engineer is more of a teamwork class I feel. Minus tank mines and slams you fully rely on teammates to help take out vehicles and you always need someone feeding you ammo. As support you can take out tanks by yourself with C4 and you can just resupply yourself so you don't have to rely on teammates as much. In groups engineers a really powerful but solo.... meh.Funny enough, I have to completely disagree on the Engi class being a 1 man army.
If I'm going 1 man army, it's support. Ammo box is key.
Load up with C4 or something like that. Mmm Mmm Mmm. Dat killstreak.
The Engineer class is pretty much a one man army if you play alone.
Medic and Support classes are ONLY viable if you teamplay in my opinion.
Mmmmm, yes. Sniped a heli pilot in the head the other night with a basic x2 rifle. Dat feel.Well, okay, downing heli's and jets with fire and forget RPGs is even better.
Mmmmm, yes. Sniped a heli pilot in the head the other night with a basic x2 rifle. Dat feel.
So, you want it to be CoD?I have to agree with Levelcap on map design. BF4 maps are too open and not very well thought out. His example of Lancang dam is spot on. The game needs more maps with a lower random factor and more predictable routes. That is not saying maps like Shanghai are bad, but maps like Lancang dam, Hainan resort, goldmud railway or Rouge Transmission etc are too open. Sometimes, you must cover like 100 angles before going somewhere. The close quarter combat in this game is also horrible. The only good CQ map in the game (which i have played) is a dlc map from BF3. Metro. Even playing TDM in BF4, many of my firefights are like 30+ meters away. One of the reasons why Shotguns are less usefull in BF4. I miss Noshar Canal. That map was so good. It had a perfect blend of long, medium and close quarter combat. Great conquest, best tdm and one of the best rush maps!
I think that Dice idea of having everything on all maps was a very bad idea. Maps needs to focused around one good idea, not to be forced around everything.
I have to agree with Levelcap on map design. BF4 maps are too open and not very well thought out.
So, you want it to be CoD?
Lancang Conquest's major problem isn't the base. It's the U. As soon as the other team caps the island and their half, it's basically GG if they keep the boat up.
Lancang Conquest's major problem isn't the base. It's the U. As soon as the other team caps the island and their half, it's basically GG if they keep the boat up.
I don't even think Lancang is that bad. Defending or attacking C and B is fun and I think they are well designed areas so I usually stay at those flags. If my team is doing well then I make the push to A and D.
The A flag area is well designed too, and fun to attack/defend, I don't know why but I really don't like D.
I usually avoid the island, it's just a hassle to get there as an infantry player and it's too open with not enough cover. It's just a bland flag. It would be better if they made it a small base or port with some buildings and cover like the C and G flags at Nansha Strike.
What do you think about conquest map design on BF4 Seks?
You're missing what I'm getting at. Lancang has no alternate route besides the boats. It's the same issue with Shanghai, but you have the Skyscraperto "paradrop" from to the other side. It's got nothing to do with the island, the island would be fine... if you didn't have to deal with an attack boat and it patrolling near your waters to make sure your attack boat stays away (provided the AA isn't firing on it)until it's taken down. Trollolololol
5 flags good.
Map design = mixed bag.
Asking for hard-ruling from someone that has maybe spent 1-5 hours Maximum (outside of Metro point boosting) in the mode while spending 200-400 hours in Rush/Sabo = not the best at ruling.
I think the only maps I've played in Conquest are:
Lancang, Metro, Rouge, Oman, and Paracel... and that's about it. NS maps if you count Titanfallmode as Conquest, same for the shitty Domination variants of those maps.
Well, I make it, so I should, right?what the fook Dice; you play BF4?
I don't think the attack boat is a big issue on the map.
It's not, if you ignore the island (provided there's no commanders otherwise LOL GUNSHIP SPAM) and/or have a jet that's able to take it out. But when the only "alternate route" is near the lake: The boat can shut down the bridge, the way to the island, and the "sea"/lake. The RCB/attack boat is just too powerful in general, IMO. I've been of this opinion since launch. It's just a HOLY SHIT vehicle because it can completely dominate other boards, the air (with active radar, IIRC), infantry and unaware LAV/tanks.
The attack boats can only be in the sea and they do not have reactive armor, which means any decent hit on it makes it a sitting duck for infantry and other enemy vehicles to easily destroy. Don't get me wrong, they are really fucking powerful, but they are still manageable for the most part.
I disagree. I nearly always play solo and up until the last couple of weeks, I've played Support almost exclusively.
It is an uber-class that can merc people from medium range with the LMG, destroy people with a pistol at close range and wreck vehicles with C4. If you can stay alive you're basically self-sufficient for the entire match with the ammo crate.
Because if there's one thing Battlefield has been known for ever since BF1942, it's close quarters combat and maps like Metro.
If you can't find ammo, just Redeploy
Sigh, so there's still a crash bug if you click on an XP booster while one is already active. Quickly clicked on an XP booster because the other was about to end and there I go, booted to desktop. Day 1 crash still there.
Mmmmm, yes. Sniped a heli pilot in the head the other night with a basic x2 rifle. Dat feel.
Hehe, did something similar a bit ago with the GOL.
But instead of getting a lucky headshot, I got him two body shots in a row.
https://www.youtube.com/watch?v=7nH0YwJSkgs
Delicious
You do know you don't need to activate the booster to get the XP bonus at the end of the round, yeah? All your points will still have the previous one count the score.
Activate the next one on the next round.
Sort of off topic a bit, but kudos to Dice on one level of realism hear since 30 meters is the average infantry rifle engagement range since WWI. Fun fact for the day!The problem with wideopen maps like Railway or Resort is that pdws and shotgun are borderline useless. Even inside the hotel they can be difficult to use when you have firefights from one end to the other. I love open maps. Open maps > "Closed maps" like locker or metro. But there need to be good variation of close quarter combat. Resort, Lancang and railway for example just dont have that. A majority of all firefights are always 30+ meters between you and the enemy. Not saying weapons like shotguns and pdws are useless, but you will do 10x times better with an assault rifle, carbine, lmg or dmr. Making the weapon choice easy. Thats why i dont like these maps so much.
I'd love to know what the people who love Golmud and Rogue Transmission do all game. I have to assume they either use vehicles near exclusively, snipe, or mostly hang out at the busiest spot(i.e., Golmud A - B).
I found those maps a huge chore. You spend so much more time traveling than actually fighting. On top of that, the maps are kind of boring in that the only cover or structures tend to be the caps. The rest is fucking praireland.
Kudos? That is a bad thing. Battlefield should not strive for realism like that. Leave that to Arma. Battlefield should aim for fun, competitive and great balanced gameplay. Its not great, competitive or well balanced when 2 of the weapon classes are worthless on many of the maps, and in a lot of areas on other maps.Sort of off topic a bit, but kudos to Dice on one level of realism hear since 30 meters is the average infantry rifle engagement range since WWI. Fun fact for the day!
I'd love to know what the people who love Golmud and Rogue Transmission do all game. I have to assume they either use vehicles near exclusively, snipe, or mostly hang out at the busiest spot(i.e., Golmud A - B).
I found those maps a huge chore. You spend so much more time traveling than actually fighting. On top of that, the maps are kind of boring in that the only cover or structures tend to be the caps. The rest is fucking praireland.
Golmud is a lot of fun for infantry if you focus exclusively on A, B and C. I love playing as a recon or support with C4 on those flags. The village on the A and B flag remind me of Bad Company since you can completely destroy every building. Obviously the enemy team has to be pushing to cap those flags, if your team is completely dominating the game can get boring.
I really like Rogue Transmission as well. I feel like moving (even on foot) between B, C, D and E is really easy and painless. The only flag I usually neglect is A.
It's moments like those that make this game worth it in the end for me. Despite all the problems it might have.
Laughed about this one as well:
https://www.youtube.com/watch?v=i7tnxrUgfQQ
They were camping for a while on that island and for some reasons RPGs never got them, so I got tired of trying.
His buddy got me, but 30 seconds and an attack boat spawn later, they were both wiped out along with their their spawn point.
PATCH CHANGES
This is what is included in this patch:
Jet Tweaks
All third person jet chase cameras retuned
Different positions, chase behavior, 1P/3P/rear view instant switching, aligned with weapons and first person view, default FOV increased by 10 degrees
Reticle added in jet third person view
(levels the player field since some people already draw such on their monitors with sharpies to gain advantage)
Added jet roll camera option
Choose whether the jet third person chase camera rolls with the jet or not (BF2/BF3)
Added an experimental drop shadow to 3P crosshairs
It is now visible against bright background (e.g. clouds, sun, etc.)
Animation Tweaks
Reduced 3p hit reaction animation movement (head flinching)
To move head less when damage is applied. First pass.
Obliteration Fixes
Made obliteration bomb HUD icon show/hide every 10s/5s
For the enemy bomb carrier, always shows up when the carrier gets into a vehicle.
Added back round end timer pausing for Obliteration when a bomb is planted
(time has run out)
Added bomb carrier driver alert
Bomb carrier jumps into the vehicle you are driving triggers message to driver
Commander Fixes
Increased the gunship cooldown for Commander to 60 sec.
Bug fix
Fixed edge case where a commander asset will never get activated for a team if it is under proxy attack (frozen state)
General Fixes
Made both 40mm and M18 smoke grenades spawn more smoke quicker
Also matches the no spotting bubble better should be more usable in tactical situations.
Lancang Dam VO and Alarm Changes
No more repeating chinese lady!
Added Caspian Border 2014 map to CTE map pool
Mini Initiative: UI Triage
We are kicking off a mini-initiative to de-clutter and improve on the UI and tweaks starting with adding one of the most sought after features. Its still a bit rough around the edges, but we wanted you to see it early!
First pass of Triage system added
Visualizes how long time a player is in revivable state for better prioritization
Known issues are clipping text, and size is too big as well.
X_Assassinator is the dev running this effort, Ive opened a feedback thread specifically for UI here: Open UI-Triage Forum.
DICE <3 RUSH
Weve listened to your feedback and this patch includes the first update to Zavod 311 map based on that.
We are also adding another map to the pool Operation Locker.
OPERATION LOCKER CHANGES
Small note:The fact that weve reduced the range of the radar sweep on attacker HQ + no commander should really benefit sneaky flanking on this map. Ill be especially monitoring cover problems in feedback but any other feedback is of course welcome as usual.
Adjusted defender combat area at base 1 to not allow them as close to attacker spawn
Adjusted defender spawns at base 1
Adjusted attacker combat area at base 1
Moved MCOM 1A
Added some cover around 1A & 1B
Added some cover for attacker advancement in the main corridor towards base 2
Removed floating props after set piece event at base 3
Increased radius of pre destruction to make set-piece event happen automatically at base 3
Moved 3A & 3B further apart moved existing rush cover to support it
Added collision to the side of the balconies to restrict player access at base 3
Moved defender spawns at base 3 backwards to not have them spawn too close to the objectives
Moved 5A & 5B slightly
ZAVOD 311 FEEDBACK CHANGES
Moved attacker flags 1, 2, 3, 4 to avoid a bug with radar sweep object in flag prefab and also to reposition for better radar sweeps
Fixed bug with a defender spawn on base 1 spawning outside of combat area
Moved MCOM 1A and 1B slightly
Added some cover around MCOM 1B and one piece of cover to 1A
Fixed a floating rock close to base 1
Removed predestruction on building at base 2
Moved MCOM 2A and 2B slightly
Added some cover around MCOM 2A and 2B
Moved an emplaced AT at base 2
Moved an emplaced AT at base 3
Removed an emplaced AT at base 3
Removed MGL battlepickup at base 3
Levolution auto triggered at the start of the game
Moved MCOM 3B
Extended defender combat area at base 3 backwards a bit
Very slightly extended attacker combat area on base 4
Zavod Vehicle changes
Attacker transport helo now only allowed inside infantry combat area
Attacker transport helo moved to start at base 3 instead of 2
Attacker MBT replaced with MRAP
Attacker AAV replaced with IFV
Defender MBT added for base 3
Patch notes for BF4 CTE:
DICE LA <3
Patch notes for BF4 CTE:
DICE LA <3
I'd love to know what the people who love Golmud and Rogue Transmission do all game. I have to assume they either use vehicles near exclusively, snipe, or mostly hang out at the busiest spot(i.e., Golmud A - B).
I found those maps a huge chore. You spend so much more time traveling than actually fighting. On top of that, the maps are kind of boring in that the only cover or structures tend to be the caps. The rest is fucking praireland.
no more balcony jumping?!Added collision to the side of the balconies to restrict player access at base 3
Something very awkward just happened on lost islands....
My attack boat blew up... for no reason. Everyone inside, Alive. Now the enemy has two boats.
....Is that the balancing of this map? One team gets two boats on a water map and the other only gets one?