Dreamgazer
Member
Assuming that your teammates aren't complete idiots, conquest large is seriously babby mode compared to domination, obliteration and rush.
CR rush is honestly garbage though.
CR rush is honestly garbage though.
It's absolute garbage on Silk Road and Altai Range, but I like it quite a bit on Guilin Peaks, and Dragon Pass. The first two are way too easy for the defensive side. Either the M-COMs are really close to each other or they're in the middle of huge open fields.Assuming that your teammates aren't complete idiots, conquest large is seriously babby mode compared to domination, obliteration and rush.
CR rush is honestly garbage though.
It's absolute garbage on Silk Road and Altai Range, but I like it quite a bit on Guilin Peaks, and Dragon Pass. The first two are way too easy for the defensive side. Either the M-COMs are really close to each other or they're in the middle of huge open fields.
The PSN and/or EA servers have been down all day.
Assuming that your teammates aren't complete idiots, conquest large is seriously babby mode compared to domination, obliteration and rush.
CR rush is honestly garbage though.
It's absolute garbage on Silk Road and Altai Range, but I like it quite a bit on Guilin Peaks, and Dragon Pass. The first two are way too easy for the defensive side. Either the M-COMs are really close to each other or they're in the middle of huge open fields.
The thing I have issues with is that the defensive team has to put in far less effort into defending on some sets on certain maps. Take the first set on Altai Range. You've got two M-COMs about 50 meters apart and can quite easily be defended at the same time. Add that to the fact that both teams have similar vehicle spawns (light vehicles aside) and the lack of any good flanking routes and you've got a (section of a) map that's completely out of balance.Here's the thing about that. All things being equal, Rush favors defense because the attackers have a limited number of spawns. This is why attackers have to play aggressively.
If the MCOM is in a wide open space, and one team must arm while another must disarm, and the spawns are evenly spaced (all these conditions are met in China Rising maps) the team who wins is the team who gets its ass to the objective first. Assuming that your team isn't horrible at aiming and shooting, it's easy to win Attack if everybody moves up and does it together. Every Rush attack we've lost recently has been due to our failure to do one of these two things. We either have people playing deathmatch somewhere halfway to the objective or we have everyone running in different directions, usually solo.
The thing I have issues with is that the defensive team has to put in far less effort into defending on some sets on certain maps. Take the first set on Altai Range. You've got two M-COMs about 50 meters apart and can quite easily be defended at the same time. Add that to the fact that both teams have similar vehicle spawns (light vehicles aside) and the lack of any good flanking routes and you've got a (section of a) map that's completely out of balance.
A couple of days ago we played two rounds of Rush on Locker back-to-back on defense and attack. We spawntrapped the hell out of the other team while we were on defense, but somehow we couldn't even get past the third phase while we were on attack. You can keep talking about how we're not using the right tactics (which is definitely not untrue), but even then it should not be that hard to win a game against a team that bad. That is straight-up a combination of bad map design and bad objective placement.
P.S. Ody, I have an extra PS4. If there's a way to transfer your Amazon bucks to me, let's do business.
Loving the game:
Think it over. I've been using Amazon Payments instead of PayPal for a couple of years.
Is there a way around taxes? That would be grand![]()
EA servers have been down for me all day.I am in complete agreement about Locker. Choke points are bad for Rush attackers, full stop. China Rising doesn't have them the same way Metro or Locker does. And the first point on Altai is tough, granted. But the MCOMs are near each other, but attackers have a lot of rocky cover near the objectives. The defenders spawn downhill and pretty far from the objectives.
I'm not saying it's perfect, but it feels a lot like BC2 Rush to me. My win percentage with randoms is actually higher on these maps than with GAF folks so far. I think it's because new players tend to be more aggressive on attack than veterans.
I'll be on in an hour. Let's test our respective theories.
P.S. Ody, I have an extra PS4. If there's a way to transfer your Amazon bucks to me, let's do business.
EA servers have been down for me all day.
Edit: Back online now.
No idea. I've never used it for anything other than person-to-person transactions.
What are the fees, if any, when using Amazon Payments? They're site keeps looping me, may need to use another browser.
Also, someone stream.
Here's the thing about that. All things being equal, Rush favors defense because the attackers have a limited number of spawns. This is why attackers have to play aggressively.
If the MCOM is in a wide open space, and one team must arm while another must disarm, and the spawns are evenly spaced (all these conditions are met in China Rising maps) the team who wins is the team who gets its ass to the objective first. Assuming that your team isn't horrible at aiming and shooting, it's easy to win Attack if everybody moves up and does it together. Every Rush attack we've lost recently has been due to our failure to do one of these two things. We either have people playing deathmatch somewhere halfway to the objective or we have everyone running in different directions, usually solo.
Parachuting in on objectives can be useful in certain situations.
Sorry, couldn't talk. Party system was borked due to PSN maintenance.
Assuming that your teammates aren't complete idiots, conquest large is seriously babby mode compared to domination, obliteration and rush.
CR rush is honestly garbage though.
One thing I'm very guilty of is wasting tickets on spawn deaths. Really hurts the team when you spawn on someone who is rushing in and about to die. I gotta learn to slow down and watch player cams before spawning. It would help tremendously if people in party chat would call out if they are safe to spawn. Might be helpful even to designate a runner that finds somewhere safe behind enemy lines and acts like a spawn beacon for squad mates.
This is a good idea.
To Dream: Being aggressive is a philosophy. Taking the open space from the other team is the basis of map control. You can complain about open routes, but the same goes for defenders. If attackers get to the MCOM buildings on Altai 1 before the defenders, then the defenders have to fight across open ground (and uphill) to disarm.
Rush on this and most of BF3 is different form BC2. That old method of sneaking one dude into a house and spawning a squad doesn't work very well on these maps. These maps really do require a majority of the team focusing on covering ground and forcing the other team to cross open territory.
Also, I'm signing on shortly.
Thanks for the heads up.Be aware though that China Rising is still under its Premium early access. You won't be able to access it till December 17th if you got it via preorder.
where do i find this list on the PS4?
Anyone here playing on 360?
Taffy
It might be the Tank Shell type. Not sure.I was wondering if anyone knows how to double shoot in a Tank. I have seen people doing this and I am not sure how they do it.
... sort of pointless to bring up because you can't expect everyone else on the team to do the same...
When you're using a sniper rifle, what does it mean when you change meters when you press down on the dpad?
It's called zeoring. I think it helps with shooting targets that are far away or close by. For example; if you use 400m on a target that's 100m away you'll miss.
BATTLEFIELD 4 TOP ISSUES TRACKER
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