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Old 05-05-2008, 03:56 PM   #1 (permalink)
 
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Debating Balance (not billboards)

note: Posts moved from In-game Billboards thread.


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Originally Posted by smachin07 View Post
Well, it's obviously tolerable seeing as we all play the games as much as we do.
A game that's broken can still be fun. I know a lot of people around here get butt-hurt whenever I talk about 2142's flaws (because we totally all helped make the game, right?), but despite its numerous problems that badly require attention, it still has a fun game underneath it all.

Nothing changes the fact that the game *IS* broken and repairing its flaws would make the game better overall.

Starcraft may be the most fabulously perfectly balanced game but I think it's boring, repetitive, and doesn't have a single solid original idea driving any part of it.
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Old 05-05-2008, 04:31 PM   #2 (permalink)

 
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Re: In-game billboards

Quote:
Originally Posted by Uranium - 235 View Post
A game that's broken can still be fun. I know a lot of people around here get butt-hurt whenever I talk about 2142's flaws (because we totally all helped make the game, right?), but despite its numerous problems that badly require attention, it still has a fun game underneath it all.

Nothing changes the fact that the game *IS* broken and repairing its flaws would make the game better overall.

Starcraft may be the most fabulously perfectly balanced game but I think it's boring, repetitive, and doesn't have a single solid original idea driving any part of it.
I'd actually say that in terms of game balance, there really isn't too much broken with this game. The only glaring issue is that to be an effective infantryman, you want PK rockets, but if you're a smart player, you can do well/better without them. Vehicles aren't incredibly overpowered, because the infantry finally have a decent weapon set and equipment to deal with them.

In terms of stability and other technical issues, the game could definitely use some loving.

The only things I'd truly consider broken: EU transport gun (simply doesn't work), Clark RDX being next to useless, the radar grenade, and perhaps spanky.
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Old 05-05-2008, 05:12 PM   #3 (permalink)
 
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Re: In-game billboards

I have Engineers on my 'completely broken' list.

Vehicles are supposed to be powerful. If you could spawn any vehicle you wanted anywhere you wanted, Engineers would make sense. But you can't. They're a limited asset that have long respawn times, they're fairly niche, and they're only on certain maps that are generally *FOR* vehicles. They SHOULD be more powerful than infantry. The Engineer is the result of some misguided acid-induced hallucination that even though you're in a tank, on a tank map, full of tanks, for tanking, and you learned the skills to tank successfully, one clown with a 15 second respawn time who can show up anywhere he has a flag should be allowed to blow up your tank (with a two minute respawn time) in a single shot that you'll never see coming.

Every class has a niche to fill, and Engineers are the most refined towards their niche. However, in regards to this, no other class can fill their niche as easily and effortlessly as Engineers can. Their weapons are homing, fire and forget, guided, or massive explosive sniper rifles. It's literally almost impossible to do poorly as an Engineer. A lousy sniper will miss a lot of shots. A lousy support gunner will spend a lot of time reloading, overheating, and getting ambushed up close. A lousy assault player... will just not get a lot of kills, I suppose. A lousy Engineer will still be exploding tanks (and infantry, if it comes down to it) in single shots, since it's impossible to miss with three of his four weapons. Or he'll just go crap self-guiding mines all around and they'll do all the work for him.

Same thing with gunships and the SAAW / Walker AA weapons. It's complete overkill. Gunships are not (thankfully) the rapetastic whoremobiles that they were in BF2. Why the developers decided that in addition to being weak, there needed to be 400 ways to shoot them down with weapons that even a blind monkey could use is beyond me. It takes no skill whatsoever to use the SAAW, so it should stand no chance whatsoever of doing any significant damage to a gunship. It does take skill to shoot a gunship with a tank, and for good reason, the gunship will quickly crumple.

Should everything be an 'lol skillz' issue? No, but it should certainly be considered.
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Old 05-05-2008, 05:13 PM   #4 (permalink)
 
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Re: In-game billboards

spanky needs shotguns
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Old 05-05-2008, 06:12 PM   #5 (permalink)

 
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Re: In-game billboards

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Originally Posted by ionpig-A View Post
spanky needs shotguns
And flame-throwers.

But this of course is completely off-topic.

In ways I think in-game advertisements make sense because in theory it may make BF3 (if it ever comes) slightly better because EA can throw that money to employ another programmer. As well as that they're hardly noticeable.
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Old 05-05-2008, 06:47 PM   #6 (permalink)
 
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Re: In-game billboards

Quote:
RA2 is an EA game...
Anyway what good is "8 patches" for the game, when balance is still atrocious and the game is rife with crash and peformance issues, and most importantly, bad netcode? Hell even the crappy UI / HUD has NEVER been patched in a single BF game, and I don't know anyone who thinks its tolerable at all.

Balance is very good execpt for revives & rockets. There are some issues but as we saw when there was an issue recently they addressed it very fast.

You are mistaken RA2 was a game by Westwood studios, later EA acquired Westwood studios EA. But that does not matter. What matters is that compared to other 2142 has been patched more than the norm meaning that they do more for the players not less. Look at FFoW they are on patch 3 and likely need 1-2 more before it is even playable.



Quote:
Originally Posted by Uranium - 235 View Post
I have Engineers on my 'completely broken' list.
Ya see there I have the opposet view on most of those things. a tank is not an up close weapon if your evemy is shooting you in the but then your too close or with out support. With solid support 2142 vehicles are very solid and if the person is good they rule the map.
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Old 05-05-2008, 08:24 PM   #7 (permalink)
 
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Re: In-game billboards

uranium nothing to you so dont take offense im just saying, you complain quite a lot about the game. not being offensive or anything just pointing out. back to billboards its hardly ever that we look at them while not being sniped ever!
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Old 05-05-2008, 09:15 PM   #8 (permalink)
 
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Re: In-game billboards

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Ya see there I have the opposet view on most of those things. a tank is not an up close weapon if your evemy is shooting you in the but then your too close or with out support.
That 'too close' depends entirely on the map. I'd love to see you justify that on a map like Belgrade, where the only time you can't be 'too close' is in your own UCB.

And that doesn't matter at all when, like I experienced today, you jump in a walker and you're instantly hit by two Pilum shots from the far-end of the maximum view distance.

Quote:
With solid support 2142 vehicles are very solid and if the person is good they rule the map.
It doesn't take any support to throw motion mines, snipe with a Pilum, or blow up a $20 million war machine with a $20 rocket. Why should a tank or walker therefore REQUIRE, not only on top of the learning curve already present for these vehicles (double so in the gunship), heavy squad support and aggressive protection, when it takes one chump with an auto-aiming weapon, or a weapon that is literally impossible to miss to neutralize this asset completely?

This is why I hate Engineers in TF2 too. It takes one spaz who doesn't even TALK to his team to set up a turret, and in most cases, it takes two or more people to neutralize said turret.

I should also take this moment to add that in the history of gaming, balance arguments that center on 'if you did X you deserve Y' are the biggest indicator of something being broken. Let's add guns that shoot through walls too, and justify it as 'if you LET them fire the gun, you deserve to die'.
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Old 05-05-2008, 09:24 PM   #9 (permalink)
 
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Re: In-game billboards

holy flying cow in the sky going across the moon! wats the point of putting ur complaints here? I think it is possible to actually contact the DICE team and tell them.
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Old 05-06-2008, 01:03 AM   #10 (permalink)
 
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Re: In-game billboards

Uranium, for all your complaints about broken engineers, why is it that engineers routinely score the lowest (as a class, maybe tied with snipers) on the team and the people who are effective in armor, especially on a map like Berlin, top the team and can make entire squads run the other direction? I know that I've called in an entire squad of engineers on Tunis just to deal with Lyra's walker a few times. Hardly "broken".
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Old 05-06-2008, 05:49 AM   #11 (permalink)
 
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Re: In-game billboards

Gunship pilots and gunners, even good ones, are lucky to rank even halfway up the scoreboard. So... explain why Engineers need autoaiming weapons of lame to counter them? You claim Engineers are usually at the bottom (which I refuse to believe. I'll take not being top scorers, but I see them do fairly decent as a class, depending on the map), but if this were true, there'd be a hell of a lot less people running around with Pilums, wouldn't there? If anything, replace the Pilum with a long-range EMP weapon, so Engineers can tag-team and rip down vehicles as a team, but no more of this driving FAVs top-speed at a tank formation, jumping out, and trying to get lucky snap-shots to the aft ends before they can turn and blow you up.

RE: Berlin - that's because Berlin is a trashy map. APC mortars are utterly absurd beyond reason, (the damage is instantly fatal, and the splash range is literally the largest of any weapon in the game) and when you put that vehicle in a map where 95% of the targets are infantry, cramped into narrow corridors, what do you expect?

It's the one map that we absolutely NEED to use the Infantry Only option on, IMO.
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Old 05-06-2008, 09:03 AM   #12 (permalink)
 
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Re: In-game billboards

Quote:
Originally Posted by Uranium - 235 View Post
explain why Engineers need autoaiming weapons of lame to counter them?
Because if the weapon is not auto aiming then you have a very hard time hitting and downing the an air craft.


Quote:
Originally Posted by Uranium - 235 View Post
You claim Engineers are usually at the bottom (which I refuse to believe. I'll take not being top scorers, but I see them do fairly decent as a class, depending on the map), but if this were true, there'd be a hell of a lot less people running around with Pilums, wouldn't there?
So you want game balance based on how many people use the weapon? If that were the case then the weapon that is really unbalanced is the revive/rocket combo…


Quote:
Originally Posted by Uranium - 235 View Post
If anything, replace the Pilum with a long-range EMP weapon, so Engineers can tag-team and rip down vehicles as a team, but no more of this driving FAVs top-speed at a tank formation, jumping out, and trying to get lucky snap-shots to the aft ends before they can turn and blow you up.
Sorry but if a single FAV is able to drive up to your but end and shoot you then you need to shoot better and or know how to take evasive maneuvers better. That’s not a problem with the Pilium that’s a problem with your skill to stop him. And the reason that he is doing that crazy thing is that as a weapon the Pilum sucks at range and I do mean SUCKS. If you don’t believe it that’s too bad for you but the Pilium is NOT a tracking weapon and like a gun it has scatter. The next time you get one try to fire it at long range the middle ring is where the round will go if its close range and the outer ring is where it will go if it is mid to long range when your fireing at a tank or walker at long range not to mention the end of visual range they usually fill only the small aiming circle 3 or 4 shots to get a hit is not unlikely.

Ok the Pilium is inaccurate at range cannot be retargeted and will only do 20% damage to a tanks front or 25% to the sides. Missiles do about 19% & 24% and will also explode a tank when shot in the vents. And they are accurate at range and also have the ability to be redirected in mid flight. The pilums only great advantage is that it does not give any warning before it hits. That’s right it takes 4-5 shots to kill a tank with a pilum from the front dido for a walker.


Quote:
Originally Posted by Uranium - 235 View Post
That 'too close' depends entirely on the map. I'd love to see you justify that on a map like Belgrade, where the only time you can't be 'too close' is in your own UCB.
Hardly when your progressing from one flag to another you need to not rush in BECAUSE they can tag you in the but you need to push in on them but keep away from there space because they can also lay mines. Belgrade is a great map to fire from range because it has some long firing ranges if you take advantage of them where you can zoom in on a walker that can not even see your tank and destroy it with out the walker ever knowing where you are.


Quote:
Originally Posted by Uranium - 235 View Post
And that doesn't matter at all when, like I experienced today, you jump in a walker and you're instantly hit by two Pilum shots from the far-end of the maximum view distance.
if you were hit by 2 Pilum shots at maximum viewing distance then your very very unlucky or far more likely you heard 2 hits and because you have a hard on for hating pilums you decided they were both pilum hits far more likely they were something else but even if your right and they were pilums the difficulty of getting those hits your talking about it so insanely hard that it has nothing to do with balance and also shows because the way your railing about it that you just don’t know what your talking about. Pilum at long range just plain sucks!


Quote:
Originally Posted by Uranium - 235 View Post
It doesn't take any support to throw motion mines, snipe with a Pilum, or blow up a $20 million war machine with a $20 rocket. Why should a tank or walker therefore REQUIRE, not only on top of the learning curve already present for these vehicles (double so in the gunship), heavy squad support and aggressive protection,
Nor does it take a real engineer support to lay anti-tank mines or IED’s but a REAL tank with out that support will get eaten real tanks are generally have a lot less armor in the back end. That learning curve your talking about is coping with motion mines and pilums.


Quote:
Originally Posted by Uranium - 235 View Post
when it takes one chump with an auto-aiming weapon, or a weapon that is literally impossible to miss to neutralize this asset completely?
Please I need to know what weapon do engineers have that is “auto-aiming” you keep on bringing this up over and over and over again but engineers DON’T HAVE ANY AUTO-AIMING WEAPONS FOR TANKS!


Quote:
Originally Posted by Uranium - 235 View Post
I should also take this moment to add that in the history of gaming, balance arguments that center on 'if you did X you deserve Y' are the biggest indicator of something being broken. Let's add guns that shoot through walls too, and justify it as 'if you LET them fire the gun, you deserve to die'.
[sarcasm] Clearly your arguments are well balanced and thought up well supported with evidence and while you don’t have the pilum unlock you just know all about them so the above assessment must be right after all a broad statement that your right because people act like you are when games are broken could not just be you talking about something you don’t know about.

You need to get the pilum like me so you can do 10,000,000,000 meter sniper shots with it and score 1000 kills in a round and destroy 2 tanks and a walker with one shot if there standing in a row and flood the map with motion mines and have an auto aiming antitank pilum. [/sarcasm]

Maps I play as assault I can usually score in the top 25% 60-80% of matches or more, on maps I play engineer I usually only score top 25% one every 5-10 maps and sometimes less.

You want one balance others want a different balance that’s not balanced wrong that’s balanced different than you like but still very playable and fun.
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Old 05-06-2008, 11:08 AM   #13 (permalink)



 
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Re: Debating Balance (not billboards)

The battlefield is easy to use but hard to master.

The game is off balance when you throw TG into the mix. We find every way to maximize every tool on our battlefield. But we also become overspecialized and forget the other skills we need. Armor not effective, Lolz? I have a 5.0 K/D with gunship, walker and the APC. You find ways to survive. Ask the boyz from last nights run of 16 Tunis. I was counting 5 engineers and one support the entire round attempting to kill me. I survived and went 26/0. Everything here can be balanced and then off-balanced with skill. 5 engineers couldn't kill a walker the entire round and the team lost 50/0 (100 ticket to start). Thats over balancing.

Then you have the teamwork balance. You can even make things more effective by moving as a squad and as a team. Anying alone is less effective as a team. My walker again, I moved with my squad and I can't say for sure I would have survive without them for the entire round. Engineer alone is next to usless in non-vehicle combat. But with a squad, They can be deadly in close quaters combat.

Learning the weaknesses of your kit/vehicle makes you more powerfull in the long run.
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Old 05-06-2008, 11:31 AM   #14 (permalink)
 
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Re: Debating Balance (not billboards)

IMO only:

Things overpowered:

- PR rockets (every noob can use it good, and it eliminates the point of cover)
- APC mortar (really, and I DO mean REALLY wide spread)
- Voss L-AR (almost the best weapon made, eliminates the point of stock)
- Pillum (1 butt hit takes out tank, 1 crotch hit takes out walker, 1 hit takes out infantry, high speed of bullet)
- motion mines (1 hit takes out FAV, 2-3 hits take out tanks = you have 6 motion mines...)
Things underpowered:

- Spanky (really needs targeting and/or stopping power)
- RDX shotgun (low damage and spread)
- Zeller (doesn't have a point except 1-shotting lighties)
- APM (because engineer has advanced defusing device than in BF2, the APM here should activate ALWAYS, even when crouching or proning, like claymores in BF2 do...)
- smoke grenades (low amount of smoke, can barely hide me in some occasions)
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Old 05-06-2008, 11:50 AM   #15 (permalink)
 
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Re: Debating Balance (not billboards)

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Originally Posted by sights View Post
- Zeller (doesn't have a point except 1-shotting lighties)
You're going to cry when I tell you that a body shot at point blank range with a Zeller only takes people in light armor down to 10 health.

Also note that a crotch shot does not one-shot a walker. You need to hit the vents which can be very tricky if the walker is moving at all. The only possible complaint I hear about it is that they one-shot tanks in the backside. Even coordinated buggydoom groups can have trouble getting to the tank unless that tank is completely oblivious to its surroundings. The pilum shot travels (iirc) about as fast as the stock rockets. I know that when I'm in a vehicle I can almost always pop shields in time to stop a pilum incoming if its from anywhere in a 160 degree arc in front of me, even at close range. If you're in squad, have them warn you of any incoming pilum shots. Further, your top gunner should always be looking for and prepared to call out incoming rather than trying to rack up kills.

I still think all the complaints about engineers are coming from those who think they're invincible once they get in a vehicle. These are the same people that charge right up the center in Berlin and get your APC and walker killed.
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