Foxhound, on 9 Feb 2010, 2:34, said:
Alright, another biggie. Here it goes.
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-There is no strafe run, nor a crouch hold button, which means that movement is really fiddly. Worse, you can't prone, so if you want to somehow take cover you need to keep the crouch button depressed.
There has never been a strafe run in the Battlefield series. As well, the crouch hold should not be that big of a deal. Awkward? Yes. Game-changing? No.
If it's been in all Battlefield games, I'd have disliked all Battlefield games. I just don't like it, period.
Foxhound, on 9 Feb 2010, 2:34, said:
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-It's not particularly clear when you kill someone. It displays this tiny text on the bottom of your HUD instead of giving you clear sign you've killed someone. This is made worse by the fact you can't judge very well when you should have killed something.
Once again, this is another Battlefield thing. Instead of just knowing instantly, like CoD4/MW2's rather arcade-y experience, you actually have to make sure you got a guy.
Like I said, this is just one of those things that completely distracts from the actual gameplay. I don't like redundant detracting stuff like this.
Foxhound, on 9 Feb 2010, 2:34, said:
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-The melee delay is rather long before it connects, even without lag.
I'll rag on CoD here because the melee in that is practically instant, like you've got the blade already at the guy's face rather than unsheathing it and striking.
I don't want to have to wait a full second before someone dies, especially if I'm in their face. Isn't the whole point of a melee that it's a quick-kill alternative to shooting? I might as well shoot them with the speed at which it melees now.
Foxhound, on 9 Feb 2010, 2:34, said:
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-The game can't distinguish between mousewheelup and mousewheeldown in the control screen. This is rather annoying because it means you can't bind both melee and weapon switch to it.
This one I'll give to you, but I have no idea WHY you would have two different functions to up and down.
It's a tweak which gives you a nice advantage in CoD games, if you know how to use it well.
Foxhound, on 9 Feb 2010, 2:34, said:
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-There is no appreciable ADS lookscale variable: when you ADS or zoom in, the relative mouse sensitivity is increased tremendously. This makes using a high mouse sensitivity very irritating and snipers needlessly fiddly (especially since you can't hold your breath). They should input some ADS lookscale to provide the same tangential length regardless of zoom, since the tiniest movement sends a sniper's scope view all across the map.
No real comment here because I don't have a high-sensitivity mouse.
v.i.
Foxhound, on 9 Feb 2010, 2:34, said:
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-Weapons seem to do random damage within certain bounds. I.e. at range l=x a weapon may do any damage in an interval of [a,b]. Random damage is lame.
Random damage may be lame, but then, if you shot 5 different guys in the same spot in real life, would they all necessarily be in the exact same condition? BF's more towards the center on the scale of realism vs. arcade.
It's centered completely on luck, damn luck you can't do a damn thing against. Luck is
unfair and gives players an advantage or disadvantage they NEVER deserved, ever.
Foxhound, on 9 Feb 2010, 2:34, said:
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-You can't reload cancel by sprinting or pressing reload again. You can only do it by knifing, which means there's no quick way to abort a reload.
That's because reloading while sprinting is a feature.
Yes, and that's why sprinting should cancel reloading. In BC2 you can run while reloading iirc.
Foxhound, on 9 Feb 2010, 2:34, said:
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-The FoV is tiny. Like MW2 this should be increased significantly.
I personally see no problem with it.
It's about one-third of the normal human FoV.
Foxhound, on 9 Feb 2010, 2:34, said:
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-Heli controls suck absolute donkey balls. Really, couldn't they just implement some system that isn't unnecessarily complicated.
Heli controls are the same as always, though the sensitivity does leave something to be desired.
Then they've always sucked absolute donkey balls for me

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Foxhound, on 9 Feb 2010, 2:34, said:
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-Shooting physics are unnecessarily fiddly. The weapons aren't hitscan and even experience bullet drop, and ADS'ing weapons doesn't make them perfectly accurate. That's complete overkill in terms of limiting accuracy. They should eliminate at least one of those, perferably ADS inaccuracy or bullet drop.
Again, BF weapons have never been hitscan; there has always been drop and always been a certain degree of inaccuracy. If you pick up a gun in real life and aim down the sight, is it always going to hit exactly what you were pointing it at? No. Another case of CoD arcade-ism vs. BF's semi-realism.
Like I said, I don't want realism to detract from shooter gameplay. You can literally not trust your weapon to shoot where you aim, or even where it'd land taking flight time into consideration (and considering flight time, in turn, completely went out the door lag came in by, but that's another story).
Foxhound, on 9 Feb 2010, 2:34, said:
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-Bolt-action sniper rifles really should be a two-hit-kill regardless of where you hit them.
Even in the head? I'm not really sure what you're getting at with this one.
I mean, two sniper hits aren't always fatal right now. Which is retarded IMO.
Foxhound, on 9 Feb 2010, 2:34, said:
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-The map they provided really sucks. The attackers have to make their way through a massive bottleneck which makes attacker gameplay generally speaking slow and stagnant. Unles you snipe from a cliff or get into a vehicle you don't have much of a chance against anything.
Vehicles are not the only way to win on it, as I've seen infantry attacks work. Vehicles are also not the end-all-be-all of the game. In addition it might be the teams you play with. As for the map, part of the reason people might think it sucks is simply because it's the only one they've played.
The attackers seem to mass-snipe from the cliff instead of going for the objectives, generally speaking. And I can't blame them - you'd just get mauled anyway.
Foxhound, on 9 Feb 2010, 2:34, said:
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-The screen shakes when explosive ordnance is being fired near you. This is a priority removal, and a major design flaw.
Um.....so?
I don't think you appreciate what massive impact any interference with your FoV and HUD has on most shooter games. Things like this make split-second acting all but impossible, and therefore removes depth from the shooting part of the game.
Foxhound, on 9 Feb 2010, 2:34, said:
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-The game uses DamageViewKick, which makes you flinch away when you're hit. This is a major, almost game-breaking flaw also present in MW2 which is enough to ruin most of the foot-mobile combat system if left untreated.
And what would you do if you were hit with an actual bullet? Keep up your aim like nothing happened?
Realism <<<<<<< gameplay, period. I could bring a dozen things that aren't realistic in BC2 in but you'd invariably answer them too with "because that would mess up the game". You can have the view kicked without throwing off the weapon's aim, but they didn't.
Foxhound, on 9 Feb 2010, 2:34, said:
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-You can get shellshocked if things explode near you. Realistic as it might be this is really unnecessary and doesn't really fit in with gameplay - another flaw also present in MW2.
Again, so? Lots of games have shellshock these days. BF's had it since '42, CoD's had it in every single installment, hell, even Medal of Honor's had it.
CoD only had it in multiplayer very rarely - in fact I don't think CoD 4 had it in multiplayer at all. BC2 gives you shellshock from being wounded by bullets ffs. As soon as you get hit by two peas flying around you can't hear or see a damn thing anymore, removing half the chance you have of a dashing counterkill.
Foxhound, on 9 Feb 2010, 2:34, said:
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-The game is quite content to switch your team around all the time without giving you a chance to go back. I tended to find myself switching teams every other spawn after a while which really takes away any sense of accomplishment you may get, and seriously detracts from succesful gameplay.
All I can say for that is overzealous autobalance.
But why is it even in? You shouldn't be able to even change your team ingame in a game as heavily objective-based as this IMO.
Foxhound, on 9 Feb 2010, 2:34, said:
As well, I'd like you to reconsider your problems with vehicles since vehicles have been a major part of the games all along.
Well vehicles are one of the things that actually weren't nearly as bad. But don't think that I'm gonna reconsider my problems or change my game prederences suddenly just because of a game like this. I'll like whatever the hell I want to like

, not what DICE wants me to like

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Kalo, on 9 Feb 2010, 2:51, said:
I'm going to say this in all fairness and without trying to be a dick but : This game is not for you if these features make the game unplayable for someone such as yourself. And no I really haven't wanted to stop a reload, why would I? The general idea is to reload the gun to shoot it again. if I can't do it in time I knife or pull out my Colt 1911 (btw favorite pistol so far). Also, I can definitely say if I shoot someone in the head, I make it happen. You're doing it wrong Chyros

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If an opponent is five metres away from you and you're reloading with ten bullets left in the mag, you can't knife him or shoot him, you can't do anything. This happens all the time! I can't even control my player, is the point - what's up with that? And yeah, my entire point is that this game is probably not for me, because IMO the game sacrifices too many shooter elements to be a pure shooter game. Which is the kind of game I like, obviously.
Foxhound, on 9 Feb 2010, 2:34, said:
Addendum : If you can't turn properly you need to turn your sensitivity up

. I have also learned to ignore shell shock and use my actual eyes (Despite the fact I need glasses. I really fucking hate not being able to see that well anymore) instead of soley relying on my ears. And if there wasn't BD on Sniper Rifles on shit like that Sniper Spam would be even
more ridiculous. Try defending a few times to see what I mean. if you aren't hiding in the Pit or a building you're probably going to get sniper raped.
I do have a high sensitivity on, because it's well known that a high-sensitivity mouse is basically mandatory for the higher tiers of play in most shooters. In BC2 I run it at about 0.65 scale on sensitivity, with the most sensitive type of mouse available on the market afaik (about twenty times more sensitive than an optical mouse (which is the common type where you have a red light in the bottom)). The game imposes a maxturnrate for players that are stunned though, much like in CoD except that it now happens all the time.