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Discussion: Tactical / Battlefield: Bad Company 2 - About BF:BC2 - What We Know So Far! - Ok it seems sniper rifle isn't instant kill always, but it does about 95% damage,
  1. #61

    Mixa's Avatar

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    Re: What We Know So Far

    Ok it seems sniper rifle isn't instant kill always, but it does about 95% damage, so it is very much alike Zeller (with 90%), bit more effective though. If you get hit by explosion or random bullet, you better hope there isn't sniper around.

    [media]http://www.youtube.com/watch?v=IdH54Go50iU[/media]

    This (bad quality) video shows some sniper gameplay, which seems to point how the sniper role now is in the game. Its very un-durable, which makes it bad at attacking, but it has some intel devices, including "pokiball" which works like IDS/Otus from 2142. Also after tank, sniper is best counter against enemy sniper.

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  3. #62

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    Re: What We Know So Far

    Really nice vid..

    Seems like the recon kit can be really useful in bc2, the spotting system and the ability to call in air strike gives the squad a significant advantage. Now I don't know if the other classes can spot as easily as the recon, from what I've seen recon is the best way to spot.
    Nubhar

    - In the process, I have discovered that I can make iron bolts with my butt****.

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  5. #63

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    Re: What We Know So Far

    Quote Originally Posted by PM07SNV View Post
    I think the infinite tickets for defenders will see some 'titan' type tactics, which are somewhat suicidal. The attackers won't have that luxury, as they need to look after their tickets. Why not just set them at 150 tickets or something?
    Because defenders have a pretty hard job if you consider that explosives can be used to tear down the structures around the defenders, plus the fact that the attacking team are going to be able to spawn on anyone (not just SL) I'd think they have got a decent balance here.
    Anger is a gift - Malcolm X


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  7. #64

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    Re: What We Know So Far

    from youtube beta videos, it appears there is no choosing the next unlock
    it appears that you play a class, hit a threshold of points and are automatically allocated the unlock

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  9. #65

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    Re: What We Know So Far

    Quote Originally Posted by SharinganTH1422 View Post
    Because defenders have a pretty hard job if you consider that explosives can be used to tear down the structures around the defenders, plus the fact that the attacking team are going to be able to spawn on anyone (not just SL) I'd think they have got a decent balance here.
    Having read some beta feedback, they reckon the attackers have too much of an advantage.. Totally the opposite! I don't think they have found balance yet....
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  11. #66


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    Re: What We Know So Far

    I'm not a fan of medics being given LMGs. If anything is going to draw fire from a sniper, grenade, or really anyone, its the man laying down suppressing fire and having the ability to revive his team. In PR at least, a SAW and medic are the two most used and necessary kits. Combining them together seems...interesting. Something like a battle rifle or designated marksman rifle might be a better weapon to keep the medic alive and out of close-quarters combat than a high-priority, high-rate of fire, high-visibility weapon.

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  13. #67

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    Re: What We Know So Far

    Quote Originally Posted by PM07SNV View Post
    Having read some beta feedback, they reckon the attackers have too much of an advantage.. Totally the opposite! I don't think they have found balance yet....


    That's unfortunate, I thought it would be the case but hoped they had something to slightly balance it more in favour of defence looking at the game mechanics of BC2. The infinite tickets I thought would be one of those measures...hopefully they'll make some more. Perhaps equaling the time it takes to arm and to disarm, but dunno how much of a difference this would make.
    Anger is a gift - Malcolm X


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  15. #68

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    Re: What We Know So Far

    http://www.destructoid.com/bad-compa...s-155761.phtml

    Posted in the twitter, impressions from the beta by some reviewer. What was new to me, is that armor gets reduced when game moves on, this should balance it bit for the defenders.

    Also tickets start at 100, but after destroying 2 crates attackers gain 40 tickets to the count (not sure if it can go over 100). There are 3 "stages" where you destroy crates and for every bit you move closer and closer to the defenders mainbase (harbor)
    Last edited by Mixa; 11-24-2009 at 08:13 AM.

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  17. #69

    Evo<^|SiNz|^>'s Avatar

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    Re: What We Know So Far

    Quote Originally Posted by SharinganTH1422 View Post


    That's unfortunate, I thought it would be the case but hoped they had something to slightly balance it more in favour of defence looking at the game mechanics of BC2. The infinite tickets I thought would be one of those measures...hopefully they'll make some more. Perhaps equaling the time it takes to arm and to disarm, but dunno how much of a difference this would make.
    I'm starting to believe defenders have too much of an advantage due to the fact that they have unlimited tickets and the squad respawn. This makes it especially easy to spawncamp. I've been on both sides of spawncamping, and it seems far too easy to do as defenders, especially at the first stage of the game. The attackers have an extra tank and two Humvees, but they have to go through a narrow choke point to get to the bombsites, negating the advantage they have in vehicle numbers. There are also two TOW launchers facing down the road from the defenders base, making it very tough to crack an entrenched opponent.
    "No bastard ever won a war by dying for his country.
    He won it by making the other poor dumb bastard die for his country."

    - Attributed to General George Patton, Jr.

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  19. #70

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    Re: What We Know So Far

    Quote Originally Posted by Evo<^|SiNz|^> View Post
    I'm starting to believe defenders have too much of an advantage due to the fact that they have unlimited tickets and the squad respawn. This makes it especially easy to spawncamp. I've been on both sides of spawncamping, and it seems far too easy to do as defenders, especially at the first stage of the game. The attackers have an extra tank and two Humvees, but they have to go through a narrow choke point to get to the bombsites, negating the advantage they have in vehicle numbers. There are also two TOW launchers facing down the road from the defenders base, making it very tough to crack an entrenched opponent.
    With spawncamp, do you mean that hostiles are killed right after they spawn or that they aren't able to make it to the actual fight? As I see it attackers only gain this setback at first point, then its their turn to roll.
    Also the potential it offers to the attackers is much bigger than for the defenders.

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  21. #71

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    Re: What We Know So Far

    isn't there a 1 sec invulnerability for spawning in players ?
    that and spawning on the non-predictable position of squad mates, means spawn camping should be minimised, should it not ?

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  23. #72


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    Re: What We Know So Far

    Spawn camping happens. But usually it's not a bad effect on the entire team.
    The team is mostly spawning up on the front lines to keep the fight alive and not at the HQ for the team.

    The balance is entirely dependent on how each team plays the round.

    Sometimes the defenders will effectively neutralize the enemy armor force entirely.
    Sometimes the attackers will get in and destroy targets quicker than you can spawn.

    IMO this is how it should be!

    Two of my favorite moments so far:
    Hiding in a building with my back against the wall. I get hit by an explosion, turn around and the wall is just GONE. It's quite amazing.
    Also, hiding in a building and shooting an RPG. All the windows get blown out!

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  25. #73

    Evo<^|SiNz|^>'s Avatar

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    Re: What We Know So Far

    Perhaps I overstated it, because upon reflection, usually it comes down to which team is better. Typically, with the exception of well-matched teams, the same team will win during both the attack and defend stages. It seems to come down to which team is most aggressive. Having too many snipers and not utilizing vehicles seem to be the biggest causes of a team getting rolled hard.
    "No bastard ever won a war by dying for his country.
    He won it by making the other poor dumb bastard die for his country."

    - Attributed to General George Patton, Jr.

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  27. #74

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    Re: What We Know So Far

    Quote Originally Posted by Evo<^|SiNz|^> View Post
    Having too many snipers and not utilizing vehicles seem to be the biggest causes of a team getting rolled hard.
    As always... Used to play BF2 on Karkand a lot. Man, even in those pesky tiny streets they thought that 2/3 of the team filled with snipers could get the job done.

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  29. #75

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    Re: What We Know So Far

    Quote Originally Posted by Evo<^|SiNz|^> View Post
    Perhaps I overstated it, because upon reflection, usually it comes down to which team is better. Typically, with the exception of well-matched teams, the same team will win during both the attack and defend stages. It seems to come down to which team is most aggressive. Having too many snipers and not utilizing vehicles seem to be the biggest causes of a team getting rolled hard.
    Yep. On a game yesterday, our side was completely steamrolled on defense and shut out at the first stage on offense (twice). In a pubbie game with no coms, I felt like such a victim : )

    I learned a lot from those rounds though.

    I'm loving the destructible environment as well.

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