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VincentNZ

Holy War? No Thanks.

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Sunday, July 3rd 2016, 12:47am

According to that leak there will be impact grenades. Personally, I would prefer if those were left out - they don't add anything to the game but frustration IMO.


That's not leaked info, we knew all the Grenade types from the E3 build: Frag, Impact, Mini, Gas, Smoke, Incendiary, Light Anti-Tank.

Same as BF4 with Flashbang swapped for Gas, and Hand Flare swapped for Light AT.

According to that leak there will be impact grenades. Personally, I would prefer if those were left out - they don't add anything to the game but frustration IMO.


That's not leaked info, we knew all the Grenade types from the E3 build: Frag, Impact, Mini, Gas, Smoke, Incendiary, Light Anti-Tank.

Same as BF4 with Flashbang swapped for Gas, and Hand Flare swapped for Light AT.


Impact is like the RGO, right? I think they do add something to the game if balanced properly. It is a very responsive indirect fire gadget for every class.

C0llis

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Sunday, July 3rd 2016, 3:59am

According to that leak there will be impact grenades. Personally, I would prefer if those were left out - they don't add anything to the game but frustration IMO.


That's not leaked info, we knew all the Grenade types from the E3 build: Frag, Impact, Mini, Gas, Smoke, Incendiary, Light Anti-Tank.

Same as BF4 with Flashbang swapped for Gas, and Hand Flare swapped for Light AT.


Impact is like the RGO, right? I think they do add something to the game if balanced properly. It is a very responsive indirect fire gadget for every class.

I don't think players should have access to a ranged explosive gadget with close to zero windup time (compared to switching to a gadget + possibly ADS) that can be used multiple times without reloading between. It isn't fun and compared to regular grenades (and other explosive gadgets) doesn't provide many options for counterplay. You just happen to wind up on the business end of it and it's not much you can do but respawn.


That is of course assuming they implement it like in early BF4.
If they limit it to one and keep the damage low it could work, the important part is that the default amount should not be enough to kill a full health enemy.

Things people said

And reading Youtube comments still gives me Turbo Cancer.

It really is quite frustrating when Helen Keller sets up her LMG in the only doorway in/out of an area.

What kind of question is that? Since when is cheese ever a bad idea?

Hardline is a fun and sometimes silly Cops and Robbers sorta thing and I think that's great. Or it would be if it didn't suck.

This post has been edited 1 times, last edit by "C0llis" (Jul 3rd 2016, 11:34am)


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Sunday, July 3rd 2016, 5:13am


That is of course assuming they implement it like in bf4.
If they limit it to one and keep the damage low it could work, the important part is that the default amount should not be enough to kill a full health enemy.

That's already how it is in BF4. You only get 1 RGO grenade and it only deals 80 damage maximum. So unless you have the grenade perk, you can't kill a full-health soldier with just RGO grenades unless you're playing hardcore. I rarely see impact grenades used anymore, so I don't think the way BF4 handles them is a problem.

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Sunday, July 3rd 2016, 5:55am

That's already how it is in BF4. You only get 1 RGO grenade and it only deals 80 damage maximum. So unless you have the grenade perk, you can't kill a full-health soldier with just RGO grenades unless you're playing hardcore. I rarely see impact grenades used anymore, so I don't think the way BF4 handles them is a problem.


Indeed. I know BF1 Impacts aren't OHK, but I don't know what their max damage is or how many you carry.
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C0llis

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Sunday, July 3rd 2016, 11:33am

I meant "as long as they don't implement it like they did early in BF4".

On one hand I trust the guys responsible for BF1 balance, but on the other hand DICE sometimes forgets lessons learned between games. They will likely iron the grenades out eventually, I just don't want a repeat of BF4 launch RGOs.

Things people said

And reading Youtube comments still gives me Turbo Cancer.

It really is quite frustrating when Helen Keller sets up her LMG in the only doorway in/out of an area.

What kind of question is that? Since when is cheese ever a bad idea?

Hardline is a fun and sometimes silly Cops and Robbers sorta thing and I think that's great. Or it would be if it didn't suck.

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Sunday, July 17th 2016, 12:09pm

I wonder if this counts as 3D spotting encouraging teamwork?

BF1 3D spotting through fog

Great mechanic DICE, very well thought out and implemented :thumbsup:

  • "iota-09" started this thread

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Sunday, July 17th 2016, 12:37pm

I wonder if this counts as 3D spotting encouraging teamwork?

BF1 3D spotting through fog

Great mechanic DICE, very well thought out and implemented :thumbsup:

now now, it's just the alpha, spot through smoke worked the same way before cte, just give 'em some time to fix bugs and unexpected game logic behaviour.

most times i can't even pot someone that i can clearly see when there's fog or even if it's sunny.
"I'm just a loot whore."


stuff mostly unrelated to BF4 that interests nobody



bf4
on 13/05/2016
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bf3
31/3/2012 4:58:

Headshot distance RANK:493* TOP:0%
Revives per assault minute RANK: 6019 TOP: 3%
Headshots / kill percentage RANK:25947 TOP:13%
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*= 6 if we not count the EOD BOT headshots

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Sunday, July 17th 2016, 6:12pm

I wonder if this counts as 3D spotting encouraging teamwork?

BF1 3D spotting through fog

Great mechanic DICE, very well thought out and implemented :thumbsup:


That is a bad situation, which would have benefited from NoctyrneSAGA's idea. And they will probably (and hopefully) do something else about the fog.


Speaking of spotting ideas, (and I hope this is not too off topic) I've had one floating around in my head for the last days:

Goals
  • Reduce instances where you can't see the enemy, but are able to track and fire upon the spot icon
  • Must not interfer with info-flow (spot icon conveys health and kit) or teamwork

How:
  • You can’t see enemy 3D icons while shooting (and for 1-2 seconds more) in a small area in the middle of your screen.
    - The 1-2 sec delay keeps the enemy hidden even if you take a short break.
    - The small area lets you still see spotted enemies in the peripherals.
    - As the UI counts "enemy hit" points, losing the health bar is no great loss.
  • When you spot an enemy, the icon briefly shows up through the blocked area before fading away.
    - Lets you know you placed a spot (while shooting).
    - Lets you know what kit a newly appeared enemy is, even though you are shooting on another enemy nearby.


Good snipers aren't very limited by this though, as they can kill in their first shot (but, taking Xuvial's linked gif as an example, it would have been harder to hit the second and third shot). And random spotting in the first place would be less likely with Noctyrne's idea.

Another problem, pretending passive spotting to place 3D spots is used, the enemy icon would show up every 1-2 seconds when shooting, as the enemy is re-spotted (can be done manually with the current implementation). To fix that, line of sight would need to maintain a spot (large FoV), and spotted players would have to be made unable to be re-spotted. Which would be nice in any case, as having to re-spot manually is annoying.

Thougts? To complicated (implementation-wise) for its effect?

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Things I support
ammo regen pls

Quoted from "NoctyrneSAGA"

_____

When I play with it [Autoloading 8] I feel like I am batman taking out 1 after 1 baddie while they feel helpless and don't know who is talking out their mates.
Remove 3D spotting. It’s a mechanic that rewards bad eyesight.
Wanna help your team by sneaking through enemy territory to provide spawns? THIS IS NOT TEAMWORK FGT I HOPE YOU RUN OUT OF MOTION BALLS TOO EARLY TO BE SUCCESSFUL
Wanna be Javelin squad but only have two guys? BETTER NOT GET YOUR SOFLAM KILLED FGT THIS IS NOT TEAMWORK WITHOUT A SUPPORT DUDE DROPPING AMMO ON YOU EVERY 2 MINUTES
Please post your best M1916 clips Magazines *fixed*.


DICE pls

Squadmate Healthbars in the HUD
Minor console QoL improvements
Ping Tool idea
"Wants to talk" tag for squad menu
Adding Suppression Confirmation
Spotting suggestions
Squad priority vehicle system (and anti stealing suggestion)

Posts I should finish sometime:
Scoring system flaws (and concept)
Battlefield definition
Flow, immersion and fun in battlefield
Specializations: ideas and system rework
Gadget reworks and ideas
Vehicle gamplay
Why limited infinite ammo would be awesome
Other bitesize ideas


This post has been edited 2 times, last edit by "potetr" (Jul 17th 2016, 6:26pm)


NoctyrneSAGA

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Sunday, July 17th 2016, 7:04pm

I wonder if this counts as 3D spotting encouraging teamwork?

BF1 3D spotting through fog

Great mechanic DICE, very well thought out and implemented :thumbsup:


inb4 seeing through fog is a bug, just like how sometimes the icons show through walls when they're not supposed to

Oman and Dust Bowl sandstorms killed 3D Spotting. Not sure why the same wouldn't apply during fog.

Speaking of that...

Source code

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SpottingComponentData 00000086
    $::GameComponentData
        $::ComponentData
            $::GameObjectData
                $::DataBusPeer
                    $::GameDataContainer
                        $::DataContainer
                    Flags 166244422
            Components *nullArray*
            Transform::LinearTransform
                right::Vec3
                    x 1.0
                    y 0.0
                    z 0.0
                up::Vec3
                    x 0.0
                    y 1.0
                    z 0.0
                forward::Vec3
                    x 0.0
                    y 0.0
                    z 1.0
                trans::Vec3
                    x 0.0
                    y 0.0
                    z 0.0
            Excluded False
    LookAtFov 10.0
    LookAtDistance 1200.0
    ViewUpdateInterval 0.25
    SpottingFov 0.4
    SpottingDistance 1200.0
    TimeRequiredToPassiveSpot 2.0
    CoolDownHistoryTime 2.0
    CoolDownAllowedSpotsWithinHistory 1
    AutoSpottingTimeInterval 1.0
    ActiveSpottingTargetTimeMultiplier 1.0
    OrderNeedAmmoPercentage 100.0
    OrderHealPercentage 100.0
    OrderRepairPercentage 75.0
    PickupOrderDistance 50.0
    HealOrderDistance 50.0
    AmmoOrderDistance 50.0
    RepairOrderDistance 50.0
    RequestsRadius 30.0
    OnlyAllowedToHaveOneSpottedPlayer False
    RequireLineOfSight True
    ActiveSpottingEnabled True
    PassiveSpottingEnabled False
    AutoSpottingEnabled False
    UseActiveSquadSpotting False
    UsePassiveSquadSpotting False
    AllowNeutralTargetSpotting False
SpottingTargetComponentData 00000087
    $::GameComponentData
        $::ComponentData
            $::GameObjectData
                $::DataBusPeer
                    $::GameDataContainer
                        $::DataContainer
                    Flags 14788716
            Components *nullArray*
            Transform::LinearTransform
                right::Vec3
                    x 1.0
                    y 0.0
                    z 0.0
                up::Vec3
                    x 0.0
                    y 1.0
                    z 0.0
                forward::Vec3
                    x 0.0
                    y 0.0
                    z 1.0
                trans::Vec3
                    x 0.0
                    y 0.0
                    z 0.0
            Excluded False
    SquadSpottedTime 7.0
    ActiveSpottedTime 6.0
    PassiveSpottedTime 3.0
    SquadSpottedTimeMultiplier 1.0
    ActiveSpottedTimeMultiplier 1.0
    PassiveSpottedTimeMultiplier 1.0
    SpotOnFireMultiplier 0.165
    BoundingSphereDistanceScaling::BoundingSphereDistanceScaleData
        CloseDistance 50.0
        CloseScale 2.0
        FarDistance 250.0
        FarScale 0.5
    RadarSpottedSpeedThresholdOverride -1.0
    OutlineColor1Distance 5.0
    OutlineColor2Distance 30.0
    OutlineColor3Distance 65.0
    OutlineColorIndex 2
    TargetBoundingBoxCenter False
    AllowBoundingSphereTest True
    WeaponFireSpottingEnabled False
    SquadSpottingOutlineOcclusion True
    OnlyShowOutlineWhenOccluded False
    SquadSpottingOutlineEnabled True
    OutlineColorOnDistanceEnabled False


Spotting FOV used to be 2.0

This explains why it is so difficult to place a spot in the first place. Not only does it seem like any little leaf or fence blocks spotting, you have no room for error at all.

This leads to people spamming Q even harder than before to place just one 3D spot. Rather than fix Q spam, DICE made it worse.

Not to mention there are already multiple instances where you can see something and cannot seem to spot it.

Like trying to spot aircraft overhead in the fog! Funny that.




In conclusion, being able to spot through fog is likely a bug just as it is possible to sometimes see 3D spots through walls.

Being able to spot through explosions is likely possible due to those particle effects not being present on low settings. Same with bushes.

Stop pretending technical problems are evidence that 3D Spotting is OP or that it needs to go.
Data Browser

Passive Spotting is the future!

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This post has been edited 1 times, last edit by "NoctyrneSAGA" (Jul 17th 2016, 7:44pm)


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Sunday, July 17th 2016, 10:35pm

You can’t see enemy 3D icons while shooting (and for 1-2 seconds more)


I think just this alone should solve the 3D spotting problems entirely. Fire gun, 3D spots vanish, then reappear 2-3 seconds after Fire button released. Sure you can line up a shot with the icon, but you can't use it to maintain your aim while firing, which is the real issue. And yes, this doesn't hinder snipers who get a OHK and I think that's perfectly fine; the precision-based intel class getting a little perk like that makes perfect sense to me.
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