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Posts: 2,921

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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61

Today, 3:40am

"Duplicates" in BF4 > more kills with, essentially, the same weapon with the same role; just different look and sound (i.e. AK-12, CZ-805, AR-160, SAR-21, AN-94 (non-burst), QBZ-95; same low 600-650 RoF, same damage, same low-range Hrecoil, etc.)
To Aim Assist or not to Aim Assist, that is the question.
For 'skill cannons,' that is.

Nope, Aim Assist or bust.

Posts: 3,027

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

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62

Today, 3:44am

People are not computers; no matter how similar they are, BF4 not only had more weapons in model, but they were also all generally usable by everyone. BF1 has the double-compounding problem of far fewer weapons, which then are far more specialized to the point where most players are only comfortable with 2-3 weapons per class.

Posts: 2,921

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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63

Today, 3:54am

So what you are saying is that if variants had the same stats, but different models and sound characteristics from each other that the community would whine less. Does the aesthetic factor actually have that much of an impact regarding weapon use?
To Aim Assist or not to Aim Assist, that is the question.
For 'skill cannons,' that is.

Nope, Aim Assist or bust.

Posts: 3,027

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

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64

Today, 5:00am

Yes. I mean, we're talking about a game here, not something so rigid and practical as outfitting a real military. As much as I do enjoy my main guns, I just can't enjoy the game after hours and hours and hours of the same 4-6 weapons on the same 8 maps or so. Every enemy tank being an A7V (and similar stuff) just adds to the monotony.

Even just having sidearms be all-class would be a huge step in the right direction. Pistol Carbines for all classes too.

Posts: 2,921

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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65

Today, 8:07am

I never implied that things should resemble a real WW1 military and I know for a fact that BF1's arsenal hardly mimics that of a true army of the era (some things are accurate, but most are not).

Some of the sidearms would be completely broken if they were released to all the classes. They have the stats they do because of the classes they are locked into, I'm sure of this. An Auto Revolver outside of the Medic class is just one of quite a few examples that would create some imbalances.
To Aim Assist or not to Aim Assist, that is the question.
For 'skill cannons,' that is.

Nope, Aim Assist or bust.

VincentNZ

Holy War? No Thanks.

(1,250)

Posts: 2,308

Date of registration
: Jul 25th 2013

Platform: PC

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66

Today, 10:10pm

BleedingUranium is right, the game, half a year into the cycle, has not come out of the closet what it really wants to be, and who it is trying to please. It is a bit late for stuff like supporting private servers, a ladder system, even clantags.

We are fully aware, that different teams at DICE are handling different things, but coming out with a drastic mechanic change right in the middle of the cycle, while the most basic stuff has not seen an update. The community is also pretty dead, personally I have not joined one private server, I have not made one friend in this game and I have not added one favorite. The only thing DICE achieved with taking the control of server hosting is the creation of more official servers to play on and making the odd dollar alongside.
Everything in the game that has no direct connection to gameplay is makeshift, under-construction, or coming "soon". That starts with tieing the game tightly to Origin, includes the awful stat representation, the complicated in-game menues and UI, battlepacks, progression and unlock system.
I mean honestly, Origin asks me every two weeks if I would recommend it to my friends, so how long does it take EA to figure out, how much I would like more interaction with Origin in my EA games? For clarification: 1 of 10.

Instead they introduced an experimental system, that nobody realised it was needed. Which is fine of course, but it does indeed raise some questions. Creating an enjoyable game is by far more than just an ongoing balance discussion. If the stuff around it does not create an atmosphere to keep the player excited or engaged, we will see further discontent with the game.

On the topic of attachments: Yes of course the model plays a role, I played the F2000 in BF3 and 4 because it looked so good AND supported my playstyle. Same with the M-Tar. Before that I used the QBZ, for similar reasons, and the SR-2 looks sleek and is top-notch.
And even with the ACE and M416 playing rather similar in general, they were still different weapons. Even more than the Automatico Trench and Automatico Factory. Plus we had all the attachment options in BF4, which is just the same as the variants of BF1. The game should stop masking it's lack of weaponry, which is totally due to the scenario and instead deepen the system to allow more variants.