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Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions.

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Old 07-22-2007, 01:19 PM   #61 (permalink)

 
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Re: Assaulting Camp Gibraltar: Breaching The Lines!

Good call, only real way to find 'em would be the annoying noise they make.
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Old 07-22-2007, 11:32 PM   #62 (permalink)
 
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Re: Assaulting Camp Gibraltar: Breaching The Lines!

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Originally Posted by Ferris Bueller View Post
As a twist on Zhohar's tactic, you could just as easily have one person volunteer for a "risky" mission. If you manage to do it right with two FAVs following in very close proximity, you'll probably only lose one to motion mines, and once it takes them out, the second one just slips on past.

However, I'm still a big fan of the "drive the FAV backwards and spam bait as you drive through" tactic.
This wouldn't work because once the first buggy gets blown up by mines any that didn't partake in the destruction will 'deactivate' and wipe out FAV #2.

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Originally Posted by ultrablue View Post
I thought this as well due to my experience in the game Planetside. Players of a certain Command Rank were able to call down EMP strikes at certain locations to clear deployables.
I really think that'd be a positive turn for the game along with various other tweaks. Anything that can one-shot any vehicle that isn't a walker to which the tank has no defense, not even shields, definitely needs a counter that isn't an unlock. It wouldn't be too bad if engineers could only carry one or two mines, or if the mines could be outrun, or their 'detection' range was dramatically reduced, but right now the only things that can clear mines are:
- Zeller, Tier 4 unlock.
- Disarming tool, Tier 1 unlock, slow and incredibly risky as you'll just get shot to death trying to use it.
- Mine Bait, Tier 5 unlock.
- Plowing into the mines suicidally.

Of course, there's a LOT of rebalancing this game needs but DICE are fairly inept when it comes to balance in my experience (*cough* BF2 specops *cough*). Things that come to mind include the Pilum, Sentry Guns, frag grenades, AR rockets, and all the Assault class main weapons (all of which need minor tweaks IMO, except maybe Baur, probably the only one of the lot that isn't broken). And the aforementioned mines.
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Old 07-25-2007, 05:46 AM   #63 (permalink)
 
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Re: Assaulting Camp Gibraltar: Breaching The Lines!

The disarming tool isn't that slow or risky from what I remember of it when I had it in my engineer kit in the past. You pretty much point and shoot and the mine goes bye bye. Oh course the relatively short range makes it somewhat problematic to get there in the first place, but if you're feeling suicidal you could just run and pop mines as you pass them.

I remember they increased the range because of the problem with APMs. Funny story, you were supposed to disarm APMs with the disarming tool, but the disarming tool's range was too short to do so without setting them off. Of course that was from my PUBing days and I never knew you could crouch past. -.-
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Old 07-25-2007, 06:05 AM   #64 (permalink)
 
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Re: Assaulting Camp Gibraltar: Breaching The Lines!

Having seen Exploding silvers squad attempt to breach into the toll on their video, I have usually gone to the right side, using the train carriages as cover, and then making a dash for the left turn about 50 yards on, as when exploding silver did it he seemed to be recieving too much enemy fire and was heavily exposed,, nevertheless he still went on to capp the flag so...
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Old 07-25-2007, 08:16 AM   #65 (permalink)

 
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Re: Assaulting Camp Gibraltar: Breaching The Lines!

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Originally Posted by Uranium - 235 View Post
This wouldn't work because once the first buggy gets blown up by mines any that didn't partake in the destruction will 'deactivate' and wipe out FAV #2.



I really think that'd be a positive turn for the game along with various other tweaks. Anything that can one-shot any vehicle that isn't a walker to which the tank has no defense, not even shields, definitely needs a counter that isn't an unlock. It wouldn't be too bad if engineers could only carry one or two mines, or if the mines could be outrun, or their 'detection' range was dramatically reduced, but right now the only things that can clear mines are:
- Zeller, Tier 4 unlock.
- Disarming tool, Tier 1 unlock, slow and incredibly risky as you'll just get shot to death trying to use it.
- Mine Bait, Tier 5 unlock.
- Plowing into the mines suicidally.

Of course, there's a LOT of rebalancing this game needs but DICE are fairly inept when it comes to balance in my experience (*cough* BF2 specops *cough*). Things that come to mind include the Pilum, Sentry Guns, frag grenades, AR rockets, and all the Assault class main weapons (all of which need minor tweaks IMO, except maybe Baur, probably the only one of the lot that isn't broken). And the aforementioned mines.

I actually think this game is pretty well balanced. The only glaring thing that sticks out in my head is the SAAW, but its also that powerful to counteract the gunship being powerful.
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Old 07-25-2007, 09:49 AM   #66 (permalink)
 
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Re: Assaulting Camp Gibraltar: Breaching The Lines!

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Originally Posted by Anospa View Post
I actually think this game is pretty well balanced. The only glaring thing that sticks out in my head is the SAAW, but its also that powerful to counteract the gunship being powerful.
Eh. Frag grenades the problem I have is that the explosive radius is just utterly massive, it almost feels like a bug. In BF2 you could escape the blast radius most of the time, in 2142 if you see it land next to you, you're usually going to die. The AR rockets are just absurd and are definitely the most broken weapon in the game. Too easy to use, too numerous, too powerful. Guaranteed kills whenever you use them.

Motion mines wouldn't be problematic if they had a capped speed, so that they somewhat required you to drive into them instead of vice versa. A tank should be able to outrun a motion mine, the motion itself should be there simply to help the mines cover more area, not necessarily as a giant heat-seeking deathnuke.

Sentry guns are broken because sometimes they'll drill you with laser-accurate fire from across the map, sometimes you can stand in front of them and they won't even fire on you.

The basic assault rifles are too varied. The Krylov and SCAR are ridiculously imbalanced, as the SCAR is crap compared to the Krylov. I'd meet in the middle for these. The Voss simply retains too much accuracy at a high rate of fire. Tiny tweaks would make it feel better - there's a reason the Voss is pretty much the most used weapon in the entire game.

And the Pilum, I'd rather carry more ammunition and do less damage. One-shotting a tank with zero warning is bull****. It's like a sniper rifle, but the heads of your targets are super massive and impossible to miss and slowly cruise in predictable patterns and cannot dodge. There's no skill in that - just point-click-kill.

I felt the same way about BF2. 90% of the game was great, but the developers put in some asinine, broken weapons and vehicles and never seemed to notice or care. No game is perfect, and given that balance-wise, BF games are notoriously light when it comes to fixes in patches, that doesn't really help the argument. ie: AR rockets will likely never change - they will forevermore be extremely easy to use, guaranteed kill weapons. You simply aim and spam, and if someone is over there, they die. You hardly need to aim them, and clicking the mousewheel a bit isn't 'skill'. The 'noobtube' GL in BF2 was extremely overpowered but even it was more balanced than these stupid things.
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Old 07-25-2007, 07:27 PM   #67 (permalink)

 
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Re: Assaulting Camp Gibraltar: Breaching The Lines!

Vehicles are easy to destroy because BF2 was an absolute armor fest whenever vehicles were on the map. AR rockets seem to be pretty overpowered if you check them out at first, but then you can see that the defib can get three people in quick succession, so I can see that balancing each other out.

Anywho, back on topic.

I wanna try backwards buggy rushes out again, haven't seen/done one in a long time.
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