I have been thinking about how to apply objectivity to Battlefield improvements and I think I understand why some things are changing and why some things are not changing. Ask yourself, "Being as objective as possible, what changes are necessary?" Though I stray into subjectivity sometimes, I try to apply exactly what you see in stats and configurations to what needs to be fixed.
- Unfortuately there seem to be no public stats on playtime by kit. If they saw one kit being played--in terms of total hours--above all else, that would indicate a balance problem. The opposite would be worrisome as well. If no one is using a kit (recall support in early BF), they would adjust...sometimes too much (like going from BF42 to BFV and the M60/LAW combo). No reason for 6,7, or 8 kits. Still like the modular + encumberance model in JOTR a bit better.
- Despite the complaints, I understand keeping kits close to what is in BC2. Based on my experience, the kits are chosen fairly equally with slight advantages to asaault and engineer and a slight disadvantage to medic.
- A fix to people using the engineer kit too much is to make suppressor an unlockable upgrade for all kits and give engineers an unsuppressed subgun. Perhaps even the wrench could be unlockable across all kits?
- Looking at the global stats, the uprank-required Gustav has more kills than the RPG. Clearly a balance issue there.
- Prone position will increase the play time of snipers so nerf that kit a bit more by slowing the snap-shot ability of the sniper rifles. No more 25m to 50m quick shots...have you tried that with a 10x scope within 50m? It's hard!
- Prone position will increase the play time of medic/gunners but that kit seems to be slightly unfavored so as long as they prevent dolphin diving no other changes are needed
- The only other improvements might be to reduce the number of hitpoints and ammo so squads are dependent on medics and assault kits (but that starts to elevate the player frustration level).
- BF2 was unplayable if you were coming back from FFOW. FFOW shot dispersion was 90% recoil 10% randomization. BF2 was 70% recoil and 30% randomization. FFOW was better.
- In BF42/DC and BF2, there was teamkilling to get to aircraft. Long lines of plane campers established elaborate rituals and ettiquette to determine who gets the pilot the next plane that spawns. No one cared if enemy base-raped plane campers on your team. Served them right.
- If 100% indicates balanced, I would place BF2 jets at 200% to 300% (obscenely overpowered). This is worrisome because Trauma Studios (DC Mod) nor DICE ever got jets right on the BF platform. Jets were so overpowered in BF2 that they were completely removed from BF2142 and BFBC2. I think there was even a quote from a DICE spokeperson expressing shock at how much the jets dominated BF2.
- The BF2 rocket helo was about 150% to 200% (slightly to grossly overpowered). The BC2 rocket helo sometimes sits unused. That would indicate that the BC2 rocket helo is around 85% to 90% (slightly underpowered). I would say make the rocket helo more keyboard+mouse friendly and you would not need to upgrade its lethality. FFOW did this much better.
- Clearly they nerfed the transport helos too much from BF2 to BC2 considering their idle time in BC2. A lot of this can be fixed by making it more keyboard+mouse friendly and making the maps multi-axis (instead of the insane funnel that is Heavy Metal. While I don't want to go back to Mashtur blackhawk caps, clearly some change is needed
- There are distinct side differences in the global stats between the RU aircraft and the US aircraft. Dunno how to fix that but it needs to be fixed.
- Tanks generally don't sit idle. They are probably good to carry over from BC2 to BF3 virtually unchanged.
- Looking at the global stats for armor, you cannot help but notice the RU armor not being used as much as the US armor. Probably someting to fix there.
- Looking at global stats, one cannot help but acknowledge the uselessness of all of the thin-skinned vehciles except the quad bike. Why even carry the boats and PWC forward into BF3? Dune buggy is missing from the stats.
- Looking at global stats, one cannot help but acknowledge the uselessness of all stationary weapons except the anti-air (the US AA seems to be missing)
- Console players love the UAV. Probably because it sucks to play FPS on a console :-)
- Buggies/Humvees seem to sit idle except at around start. BF has never gotten grenade launchers right so might as well put an M2 .50 up there so it can shoot at aircraft. That + non funneled maps would increase the use of buggies
- Lots of dedicated servers running Heavy Metal. There is a long legacy of a frickin huge armor map. El Alemein, DC Desertshield, DC 73 Easting, etc. Please ensure there is one in BF3. DC 73 Easting is the model (no aircraft)
- Again, lots of dedicated servers running Heavy Metal. There is a long legacy of a frickin huge combined arms map. El Alemein, DC Desertshield. Zatar Wetlands didn't quite do it. Please ensure there is one in BF3
- Lots of dedicated servers running Oasis. There is a long legacy of a tight urban map. DC Basra's Edge, DC Basra Nights, DC Lost Village, even BF2 Karkand (ugh...one way map). The DC Basra maps are the model here.
- Wow that rush map that was intended to be Lost Village never quite hit the mark, did it? FFOW's attempt at a Lost Village failed but not quite as hard as the BC2 rush map.
- You see lots of servers shortening the respawn time of players and vehicles. Probably not a good idea to go back to spawning only on a squad leader
- You see lots of servers punishing base raping. DICE needs to figure out how to prevent this without resorting to auto-slay. No uncaps?
- You see some servers limiting the number of snipers. Unfortunately they can only auto-slay you if you choose recon. Might be nice to have sniper rifles limited to kits that spawn next to flags so recon have to actually help cap a flag to get their precious ghillie and sniper rifle. Of course, that could cause a lot of nasty teamkilling for that scarce kit.