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Gecko99

thank mr skeltal

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41

Friday, August 4th 2017, 10:27pm

It's worth noting that when INT releases every single player will be equipped with Flak, Cover and Quick Regen so most players you encounter will be less affected by suppression and explosives.

DICE' has came up with the most ingenious way of nerfing explosives(and suppression).
Autoloading 8 .25 extended user.

  • "BleedingUranium" started this thread

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42

Friday, August 4th 2017, 10:34pm

It's worth noting that when INT releases every single player will be equipped with Flak, Cover and Quick Regen so most players you encounter will be less affected by suppression and explosives.

DICE' has came up with the most ingenious way of nerfing explosives(and suppression).


Yep, I thought of that too! The more I think about the new system, the more excellent features present themselves.

Aside from Support not having bayonets, that really needs to be fixed. :pinch:
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43

Friday, August 4th 2017, 10:42pm

I wanna stab someone with my MG15

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44

Friday, August 4th 2017, 10:58pm

The problem is you're saying that because MOBAs happen to have certain traits, those traits belong to MOBAs. Aren't MOBAs basically just RPGs anyway?



No I do not intend to mean those traits only belong to MOBAs. My gaming career has only been revolved around FPS and MOBA, and I have never played an RPG because I do not like them. That's why I said the traits are MOBA-like. I just do not think these perks belong in Battlefield, not the beyond-simple ones.

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45

Saturday, August 5th 2017, 12:19am

Hang on, won't the new "Flak" specialisation be extremely powerful in that it makes you completely invulnerable to dying from any single grenade at full health?


In addition to this, Flak should keep a full health soldier from dying by dynamite (blast damage = 100). Most tank shells do 112 blast damage (or splash), so should do less than 100 damage against Flak equipped users. Direct (or impact) will still 1HK.

I think that's going to make something like the heavy tank (without coaxial machine gun) much more difficult to use as it will take two shells to kill an enemy with splash damage.

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46

Saturday, August 5th 2017, 12:45am

That's a little much, I think.

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47

Saturday, August 5th 2017, 1:20am

In addition to this, Flak should keep a full health soldier from dying by dynamite (blast damage = 100). Most tank shells do 112 blast damage (or splash), so should do less than 100 damage against Flak equipped users. Direct (or impact) will still 1HK.

I think that's going to make something like the heavy tank (without coaxial machine gun) much more difficult to use as it will take two shells to kill an enemy with splash damage.



Good points! That's even more game-changing. So game-changing that DICE couldn't possibly let this be the case.

That said, the 15% reduction is curiously "just" below the 12% threshold you mention. Maybe this is intended.

  • "BleedingUranium" started this thread

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48

Saturday, August 5th 2017, 4:37am

If it affects splash damage based tanks that much, I'm all for it. Should be a healthy nerf to the A7V, Arty, and Flanker especially. The Attack Plane too.
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49

Saturday, August 5th 2017, 11:47am

So normal grenades, rifle grenades and crossbow grenades won't one hit kill anymore against a flak user?

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50

Saturday, August 5th 2017, 12:03pm

Not to change the subject but the perks got me thinking. Is there any penalty to bringing a bayonet?

I heard back in the beta days that having one equipped hurt your draw speed and sprint out time. Is that true?

Sorry to derail but I don't think it warranted it's own thread.