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Post by spaceboy on Jul 8, 2016 21:17:46 GMT
Gotta watch that footage when I can .was the game good?
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Post by Jägerbomber on Jul 9, 2016 0:21:40 GMT
So far... I'm gonna have to go with, it's WWII battlefield with a WWI skin and... just not quite as good perhaps. Then again, I'm not totally sure I can fairly compare between how much I loved playing the pre-Bf3 battlefields on console with a controller with how BF feels with a mouse and keyboard. You gain accuracy with a mouse, but just lose how it just felt better in several different ways on a controller, specificially pre-BF3 battlefields (before the feel of the joystick changed to be more cod-like). So far, there's more emphasis on smgs than bolt action. Yet some smgs are crazy inaccurate. But also, I admit that I'm not good at mid-range bolt action right now. And there certainly is still sniper, though now - bullet drop at a far distance is an extreme drop, while half-way across the map is just about a straight line with no drop until it drops quickly - kind of disappointing imo. It's point-and-click except that it's not worth it to even bother trying to snipe across the length of the map. +Don't snipe across map, -sniping at reasonable ranges has zero drop and its point and click/not interesting, causing twitch sniping, which... is effectively negated by actuall bullet travel time instead of hitscan insta-hit shots, and moving targets are still very hard to hit. AND.... ugh stationary targets also don't register more times than not (again and still). Melee is practically instant, though the follow-up animations are brutal. It's kinda janky... and feels a tad odd being able to use an un-equipped axe as an instant panic-attack. Shanks, ok, but getting locked into an axe kill animation (which mean you won) instantly by panicking (and possibly not even seeing the person on your screen due to lag and fov) feels kinda odd. Attacks from behind are auto-wins (maybe 180 degrees just like TF2 spy? - which is often called for bullshit, at least on PC), attacks from the front go into the kill animation if they have a low enough health (will vary by weapon I believe?). As for bayonet charges, I'm not sure if we completely know who wins face to face charges, but that would be extremely rare (unless maybe in trenches?) and I've never had that happen. Bayonet charges behave just like old TF2 Demoman charges - Your maneuverability left and right goes why down while you're in the middle of charging. You also lose sprint for a while afterwards. Though some people still tend to use it for escaping gunfire. As for the destruction I brought up earlier, yes, the chunks that get demolished are set chunks that fall out when hit, just like has been the case since 1943, though has been modified/rearranged a little bit. Not often a big deal to be honest, but the issue this causes can become a real pain in the ass for armored trucks if you hit a point in-between chunks. One section might fall while you're stuck on the piece that didn't crumble, I guess because you hit it slightly after slamming into the chunk that you broke. Making craters is actually back. Perhaps even deeper craters than ever before. Makes for rough riding for vehicles, making it difficult to shoot from, and maybe even get stuck in a hole perhaps. But... there is at least 1 spot where they way things deform really needs to be fixed... There's a barn next to capture point D. Well... The middle of the floor can get blown out, with a crater created... while the bottom of the frame of the building stays in tact (which I don't even think is destructible). The edges of this crater and wood floor pretty much do not play at all with the new climbing mechanic. With 1 crater there, it's very difficult to hop out, though maybe possible along one edge. If it's actually able to go deeper, it might even become impossible to jump out of, though I don't know yet. As expected, the Behemoth/Zeppelin given to the losing team automatically is very unlikely to help the losing team, mostly keep the losing team off the points they should have been capturing in the first place. Hell the, "we're losing, but it's close" push that always happens in competitive games is more likely to do something than the zeppelin is, if the team doesn't give up or just sit up in the zeppelin. Why can't we have an air capture point again?.... Because guess what... airplanes are still rarely ever used on any ground targets. Fog and falling rubble in your face seems to be pretty hard on performance, so far. And... as you'll see at the end of the video, there's a crash that happens with Nvidia at the moment. Well... You know what I'm happy about? At least in conquest (even though the main menu is similar to Battlefront, and is even going to be used in BF4 and Hardline now), they didn't actually change conquest to behave how it works in Battlefront. But we'll have to see about the other modes. Also, rounds are pretty short, like really short. Is PC going to get modded community servers this time with higher ticket counts? Battlefront didn't, so... I'm a little worried. Anyways, I'm annoyed by their advertisements, particularly on Twitter saying "massive scale..." No, Battlefield... just no. That's not what this is. At least not on this map. The stationary turrets are cool to have, unfortunately, unless you get an AV turret vs a tank, you're significantly less effective than running around gunning people down, though admittedly I haven't used the stationary machine guns yet, but these all put a huge target on you. AA turrets are pointless because planes are rarely a threat. I'm questioning the extreme inaccuracy of some of the smgs, but we're gonna have to see what the different customizations for the weapons can do for that.
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Post by Jägerbomber on Jul 10, 2016 0:42:33 GMT
Played a bit more. It certainly seems like there are definitely weapons that are straight up hugely better than others, like you wouldn't even want to use the crappy ones. Large bullet spread smgs are awful, while slower shooting rifles for the medic are just not easy or feasible to use at medium range - rapid fire rifles can be a bit better if you're back a bit. Annoyingly, revive times are very very short, and also players need to call for them manually, in that short period of time. But really... of course it's smarter to make sure the enemy(s) that killed them are taken about before you bother reviving, but then of course you can only do one or the other, pretty much never both a kill and a successful revive, if the enemy is hiding out of sight. I would say that revives are only ever useful if you have a group together that had taken out the enemies while you did the revive, but the spawn time is so short, respawning on your squad is just about as fast...
Speaking of spawning.... I'm pretty sure, especially in this game, that I'm spawning on my squad too much, when I shouldn't be, for example spawning on your squad that's on a point that they are defending. If you spawn directly on your squad in that case, you're very likely to get taken out instantly. Instead, if you still have the point in your possession, spawn on the point and not your squad - It'll place you a little ways outside of the point to come from the outside. Also, if this style of capture point spawning is anything like Destiny or the previous BF games, you should be aware that where it spawns you is probably on the opposite side of the point that the enemies are. That is unless maybe it's completely swarming with enemies. Instead of charging in, if your squad is at all competent (which they certainly may not be), staying outside of the center of the base and maybe flanking around is the way to go instead of charging directly in immediately. You have bullets... and they travel distances, especially if you have a rifle. Going to the middle before it's cleared could have you quickly surrounded or a quick target. But... of course it's probably all for naught if you don't have any squad members spawning on you, which I'm sure in hardcore will only be onto the squad leader. (no hardcore mode yet)
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Post by Jägerbomber on Jul 11, 2016 19:04:26 GMT
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Post by Jägerbomber on Aug 15, 2016 17:40:27 GMT
Beta August 31st
I doubt it, but I hope the beta performs a little better so I can bump it up a little bit more... Anything below high gets a little weird-looking. At least with the rain effect that was on the alpha map.
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Post by Jägerbomber on Aug 16, 2016 4:52:02 GMT
People are asking if the trains are on rails like the AT-ATs.
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Post by Jägerbomber on Aug 21, 2016 16:14:40 GMT
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Post by Jägerbomber on Sept 4, 2016 6:11:02 GMT
I've been playing the Beta a lot because of course I am... So far I'd say it's fun enough to get. I enjoy this map a bit better than the other one. This map gets more fun the better you understand it, while the Alpha map got... less fun the better you got at the map... I probably should've had Shadowplay or a stream recording, but haven't felt like starting them just because... (even if it's easy). I sniped an attack plane, the fastest plane, out of the air with an anti-vehicle sniper rifle bullet that was harassing me a ridiculous amount while I was trying to capture E.... It felt good.... Though it always makes me wonder if hitbox sizes are fudged with sniper bullets against planes... because you can never really tell. I'm also unsure how much damage a direct hit anti-vehicle sniper shot does vs a plane (when it's not a pilot headshot either). Also taking out a fast vehicle loaded with players with an anti-vehicle grenade is nice as well.... The stationary cannons can be pretty sweet on this map too, if they haven't been bombed out already. Though they seem to have this strange bug where... you can rotate them normally with A/D when they're facing their normal direction, but... if you want to to past their 180% default to the other side, it stops, then you kinda have to force it over a little more with your mouse (which is the regular aiming) THEN the left and right turning gets reversed.... Left is right and right is left. I really hope they don't lock these turrets into 180 degrees only.... Especially since pretty much all of them are facing in 180 degrees in the unoptimal direction... because DICE hates you. It's annoying how much they hate sniper lines out of buildings. No long range sights out from buildings. You have to blow out the wall for that. Even though they might not really be what you want, you gotta go searching for sniper lines that aren't so obvious and are generally pretty long distance, which can be hurtful. Or go for the cliffs of course.. which they also tried to hurt sniper lines for, but plenty of people still waste their time doing it. If you're on the arch sniping at D, you're probably not helping so much. Horses take some getting used to. Key thing, Do Not reverse your view angle! You steer in a combined 2 ways. Mostly by the way you're aiming and you can also fine-tune it with A/D. But, if you look backwards while you're running, your horse halts and bucks for you to turn around. This can be deadly for you. It's much better to keep moving quickly around in circles or away from danger than it is to take a sharp turn around. Of course doing this in the city can be very tricky to maintain, especially if you go to attack somebody that turns you down an alley and gets you stuck. Also, horses can be pretty funny/awesome/or maybe OP in some ways. Main big example, they can "run over" and roadkill people in an unarmored jeep. I've been run over maybe a couple times as the driver of the jeep and probably more times as the gunner. I think it only seems to kill 1 at a time though, not like all 3 (maybe). Also, horses don't go as far as vehicles when you die and fall off of them, but they can still trample roadkill people who kill you just before you reach them. Horses are also a lot slower to die than you are. A lot of times somebody'll take your horse if they killed you before you got to them, if they didn't get trampled. Now, we don't have access to the Alpha map for some reason, but this map looks quite nice even at the lowest preset, and the weather changes, which is different each time, are pretty great. I've lowered my preset pretty low to get my framerate closer to 40 and higher, though on occasion it can still drop to 20s. Most of the time it's still very playable, often up near 60. Low presets doesn't seem to hurt this map much. It still looks great and makes it seem like everything above that is fluff and performance hogging stuff you don't need. However, I don't know if this changes with higher presets/settings (I should probably check), but strangely in some spots that you might occasionally come across on this map, there seems to be these little indestructible wooden posts or maybe frames of something that got blown out with that remaining. Big problem being that, at least at the lower settings, these don't pop in until they're like 3 feet in front of you and can suck if you come across one in a jeep. But it probably won't happen that often. I just don't get they they're indestructible... That also reminds me that I really wish DICE would fix and/or lower the bottom of some of the destroyed walls into the ground. Because for some reason walls don't get destroyed completely, they have a "frame" on the bottom. Both the Alpha map and this map have some places where it looks like you should easily just be able to go through that destroyed wall with a vehicle, but the jeep gets stuck on that frame of the wall that isn't deep enough in the ground... And... This is also related to... Why the HELL... do the jeeps (and other vehicles) spawn in the absolute worse location at 1 of the spawns on both maps. This one, at one of the spawns, the vehicles have a straight path in front of the that even have tire treads in the sand. NO! You have to take an immediate left or you get stuck in ruins that surround the spawn, including an already broken wall that a jeep is guaranteed not to make it through..... One of the spawns on the Alpha map is stupid too. There's a fuckin' fallen tree almost over the road that is the same color as the ground and can also be hidden by the fog and rain on that map. You don't remember it's there, you're hitting it.... Both of these, How and Why is that intentional?.... Oh yeah and back to lowering settings, I hope they've found a way to make lower settings on the Alpha map not look trippy as hell because of the lower quality reflection on the rainwater effect on that map, which of course is never an issue on this desert map.
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Post by Jägerbomber on Sept 5, 2016 19:06:42 GMT
They've removed the round timer. Tickets only now.
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Post by Jägerbomber on Sept 7, 2016 4:55:39 GMT
Rush Battlefield movie thing (?) by Corridor Digital (and nothing to do with BF1 really). Unfortunately, it's only through Go90 which is owned by Verizon.
Is that Trevor?
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Post by Jägerbomber on Sept 12, 2016 6:25:44 GMT
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Post by Jägerbomber on Sept 14, 2016 19:20:53 GMT
They're giving us a little bit of detail on the free December map... Guess what. They just "revealed" info on the free December map - The next in the line after the 5 launch maps.... THE PREVIOUS BATTLEFIELDS HAVE ALL HAD AROUND 10 MAPS, AND EVEN MORE IN THE OLDER ONES!....
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Post by Jägerbomber on Sept 16, 2016 18:41:59 GMT
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Post by Jägerbomber on Sept 19, 2016 18:04:36 GMT
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Post by Jägerbomber on Sept 19, 2016 21:48:25 GMT
FUCK NO!...... DICE is reverting Conquest back to kill tickets..... I'm actually pretty damned pissed about this.... Light tank is getting nerfed in some yet unknown way. (It needs to be, imo). Also horse health. (player damage?) They might go back to having anti-vehicle weapons earlier for some classes - example, support.
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